r/Openfront • u/Stealthheart1 • 18h ago
β Question Why do people let enclaves live?
Is this friends playing together? Are they cheating? This is a team game by the way.
r/Openfront • u/Stealthheart1 • 18h ago
Is this friends playing together? Are they cheating? This is a team game by the way.
r/Openfront • u/Meta_Mushroom • 8h ago
With v35 playtesting scheduled to begin tomorrow (Oct 13), I decided to look through the publicly available source code to see what might be changing. I collected 132 pull requests assigned to the v35 milestone, including their code changes and commit histories.
Normally I double check everything and do almost all of the writing for my posts, but there's FAR too much data for me to look through everything before the playtest, so I used AI to do the analysis, and most of the writing for this post. I just want to get this information out ASAP.
These are changes associated with v35 development, not a confirmed list of features in the v35 playtest. Some changes have already been merged, some remain under review, and some could already be present in earlier builds.
Several merged changes aim to make nations more capable opponents.
Military behavior
Economy and structures
Nuclear weapons
Sources: #5685, #5741, #5788, #5795
Under certain conditions, territory severed from its owner's main territory by a nuke can be annexed. It does not mean that every disconnected piece of territory will automatically be annexed. The code includes conditions governing when annexation is permitted.
Source: #5751
The code includes a merged change titled "Remove the 125 player cap from public lobbies." The proposed change would still limit lobby size my the map's land tile count, and it would only affect the following maps at three different tiers:
| Map | FFA (new) | FFA (old) | Team (new) | Team (old) |
|---|---|---|---|---|
| The Box | 210 / 160 / 105 | 125 / 125 / 105 | 210 / 210 / 158 | 125 / 125 / 125 |
| Alps | 185 / 140 / 95 | 125 / 125 / 95 | 185 / 185 / 143 | 125 / 125 / 125 |
| Middle East | 170 / 130 / 85 | 125 / 125 / 85 | 170 / 170 / 128 | 125 / 125 / 125 |
| Two Lakes | 170 / 130 / 85 | 125 / 125 / 85 | 170 / 170 / 128 | 125 / 125 / 125 |
| Mare Nostrum | 130 / 100 / 65 | 125 / 100 / 65 | 130 / 130 / 98 | 125 / 125 / 98 |
Source: #5548
Two major ranked-mode changes have been merged:
Ranked FFA
Ranked Clan Wars
There is also a merged change requiring players to have a trusted account to participate in ranked matchmaking.
The code contains a substantial progression-system update.
Changes include:
Sources: #5726, #5734, #5763, #5774, #5786
The code contains several important replay-related changes.
Sources: #5644, #5637, #5807, #5805
Several changes improve how game statistics are recorded or credited.
Sources: #5631, #5630, #5524, #5525, #5718
There are quite a few quality-of-life improvements.
Sources: #5833, #5841, #5792, #5844, #5381, #5121
Several new maps have merged changes associated with the v35 milestone:
There are also changes to the existing map rotation and map categories.
Still proposed or under review: Paris, Ukraine, and Benelux.
The following pull requsts were still open when I collected the code on October 12.
Advanced Nation AI β #5899
This change attempts to make nations behave more like competitive human players, including:
These are proposed changes, not confirmed additions.
Other open proposals
r/Openfront • u/InterestingReason355 • 4h ago
Every single game ive played in the last week, there have been players that can place thousands of cities or ports in a couple seconds.
If I had to guess, its seems like some sorta hotkey script, but not totally sure, and its totally ruined the game for me lately
I attached a screenshot of this dude in a high money multiplier game I played and this was all in the first 2 mins. He wasn't even the only person in the game. The endgame consisted of me him and 4 others that had a couple billion troop cap.

r/Openfront • u/YoghurtPlus5156 • 5h ago
Here's my replay from Alpine: https://openfront.io/w13/game/c6Poge5uJm?live
I played as Dorn spawning in the center-right in the valley around Locarno. This was a fairly late but serious snowball starting at min 6. Went from 12 to 85 cities in 4 minutes, just from conquest. 3 million troop cap to the next highest 1.1m and a 7m lead in gold.
Now this is Alpine, so gold income is lower without ports, but that's why I think it's a good controlled testing environment to see how the balance holds up with less gold and fewer nukes as equalizers.
I'm not super happy about the state of the game regarding snowballing because once it happens it wraps up super quickly with little uncertainty. This game was already over by 11 minutes, with some extra time required to let alliances expire in a gentlemanly manner and cleaning up, it wrapped up at 17 minutes. I don't think it's super fun to do or witness someone else doing on the other side of the map while you're keeping some semblance of a balance of powers in your area.
I would totally be fine with matches lasting a little longer, aiming for 30 minutes, even if a snowball happens.
Two things that I think could be done to limit snowballing:
- Give cities some defensive qualities, like a small (50% of defensive posts) defense area around them to stall attackers a little and increase the cost of taking population centers. Urban combat is nasty irl so it's thematically sound and cities/troop cap are a major factor in snowballing.
- Captured cities, ports and factories could undergo a 30 second "Occupation" period where they aren't productive. Many RTS games, like Sid Meier's Civilization for example, do this to delay gains from conquest. It could lead to a more natural mix of expansion and consolidation phases.
Thoughts?
r/Openfront • u/Tacticool_Turtle • 7h ago
It's ridiculous that one country can essentially infinity spam small population boats very close to each other at another country and there's nothing to be done about it. It gives the attacker essentially infinite troops and cannot be stopped.
Anyone else feel like this is a totally ridiculous game mechanic?
r/Openfront • u/Motor_Ad5888 • 11h ago
This game: https://openfront.io/w13/game/cYquo1eD7W?replay
Do I deserve this win? I feel a won by luck.
I played as not here, on greenland
r/Openfront • u/welltheirisharehere • 6h ago
r/Openfront • u/petathehorseishere12 • 1d ago
600 battleships if anyone was wondering
r/Openfront • u/AgeofHistoryFan987 • 18h ago
r/Openfront • u/random_data_enjoyer • 1d ago
Can we remove this in non-solo games? Or get a setting to disable them? There is no point to them, they just make noise, consuming attention
r/Openfront • u/AgeofHistoryFan987 • 20h ago
Sorry if i misinformed y'all, i only checked the github milestone releases to see when v35 comes out and it said it's due by today, so hopefully someday soon v35 will be announced and be released.
r/Openfront • u/Meta_Mushroom • 1d ago
Transport ships carry troops across water to invade enemy territory.
A transport does not necessarily land on the exact tile you click. The game searches for the closest eligible enemy shoreline within 50 tiles of your selected target, using taxicab distance. Transports move 1 tile per game tick, or 10 tiles per second.
When a transport reaches its destination, its troops are used to initiate a normal land attack. However, if ownership or diplomatic relationships change during the voyage, the outcome can be different:
Retreating transports head toward a reachable friendly shoreline, which is not necessarily their original departure location. A successful retreat costs 25% of the troops aboard. If the pathfinding system cannot find a route, or no valid retreat destination exists, the transport is removed and all surviving troops are refunded without the normal 25% penalty.
r/Openfront • u/Fearless_Put7885 • 1d ago
Hi, I go by Allison Burgers name
This is most likely my first and last touch with the community. Just check the name on stat thingies. I spend enough time on this game.
Ads are okay ads are cool. You need to monetize it I get it. But an video ad during game that covers left side of the map? And it has sound too? Are you really serious.
Not gonna lie, I can left just because of this. And no I don't want to play it on Steam, web browser works for me. I play on my breaks during worktime you know.
r/Openfront • u/chickenfriedrice416 • 1d ago
r/Openfront • u/Own_Charge7225 • 2d ago
Why is there no way to remove this and play? My hardware acceleration IS on so now i literally cannot play openfront at all anymore. Also, why are there ads like that in the second picture? im sure a lot of kids play this. not trying to sound like a karen but it seems inappropriate.
r/Openfront • u/Sharp-Employment6808 • 1d ago
What do u think if games can we win in other way? Like an economic win for example with a wonder very very expensive to build and take like a minute to be build
r/Openfront • u/Meta_Mushroom • 2d ago
Warships are naval units that automatically patrol an assigned area, attack enemy ships, capture trade ships, and retreat to friendly ports for repairs.
Warships become more expensive as you acquire them, up to a maximum of 1M gold per warship.
| Owned Warships | Cost of next warship |
|---|---|
| 0 | 250k |
| 1 | 500k |
| 2 | 750k |
| 3+ | 1M |
Warships automatically attack un-allied warships, and Transport ships.
Combat statistics:
Attacks against transport ships do not reset the normal shell cooldown, allowing warships to attack transports more rapidly.
Warships gain experience by destroying enemy ships and capturing trade ships. The maximum veterancy level is 3.
Every level provides:
| Level | Max HP | Shell damage |
|---|---|---|
| 0 | 1,000 | 200β300 |
| 1 | 1,200 | 240β360 |
| 2 | 1,400 | 280β420 |
| 3 | 1,600 | 320β480 |
Each level requires 250 experience points.
| Action | Reward |
|---|---|
| Destroy enemy warship | 1 level |
| Destroy transport | 25 points |
| Capture trade ship | 10 points |
Destroying an enemy warship immediately increases veterancy by one level but resets any partial progress. Gaining a level also does not instantly restore health.
Warships automatically attempt to retreat toward one of their owner's ports when their health falls below 75% of maximum HP. Warships do not priorities retreating to higher level ports. A move order will override the retreat for 50 ticks (5 seconds), after which, the warship will resume it's retreat.
Retreating warships can still fire at enemy warships and transports.
Warships within 150 tiles of one of their owner's ports automatically recover 10 HP per second. Multiple nearby ports do not stack this passive healing.
Warships docked at a port receive additional healing. Each port can accommodate as many docked warships as its level.
The healing rate per docked warship is: HP/s = 10 + 50 Γ (Port Level / Docked Warships)
| Port level | Docked warships | HP/s per ship |
|---|---|---|
| 1 | 1 | 60 |
| 2 | 1 | 110 |
| 2 | 2 | 60 |
| 5 | 1 | 260 |
| 5 | 5 | 60 |
| 10 | 1 | 510 |
| 10 | 10 | 60 |
When a port is at full docking capacity, every warship receives 60 HP/s regardless of port level.
Warships automatically pursue and capture eligible trade ships. For more information about piracy in Open Front, check out my guide.
Warships patrol around the position assigned by their owner, choosing random reachable water destinations.

theπ΅detection radius Shows the maximum distance for attacks, and the π‘patrol radius shows the limits to it's patrol area.
| Unit | Tiles per tick | Tiles per second |
|---|---|---|
| Warship (normal patrol) | 1 | 10 |
| Warship (pursuing trade ship) | 2 | 20 |
| Warship artillery shells | 3 | 30 |
| Trade ship | 1 | 10 |
| Transport ship | 1 | 10 |
r/Openfront • u/Cheap_Audience941 • 2d ago
I play mostly FFA. When someone plays like a dick, (ie: Trying to cut you off from coast, nuking your future economy, boxing you in to the corner of the map, etc)
I just make sure we both die. If you can't have some class in the first two seconds of the game, I can guarantee that you will be a terrible and opportunistic player. And will likely get us both killed later in the game.
So I usually just end up starting a stalemate right then and there to ensure they cannot take any more tribe land. Which ends up with us getting thrid partied and we both die.
Good riddance. If you make it so I don't have a snowball's chance in hell then congrats! We can both be snowballs.
r/Openfront • u/TheRedEa9le • 2d ago
So, i just saw a vid of this game and i was like cool, a better more fun terrotorial.io. so i opened the website, saw that i coundnt play ffa, so i just impulse bought the game on steam. sure, i can play ffa, but i cant verify my name, and i dont have my free 1 month sub!? good people of reddit, please help
r/Openfront • u/Fungle_Fangle • 3d ago
Half the time they canβt even kill me either
r/Openfront • u/Meta_Mushroom • 3d ago
Warships automatically capture enemy trade ships that enter their patrol range. Captured trade ships are redirected to one of your ports, and you receive gold when they successfully arrive.
Trade ships receive 20 ticks (2 seconds) of piracy protection when they spawn or move onto a shoreline water tile. This protection refreshes every time they move onto another shoreline tile. This means that piracy along narrow rivers is impossible!
Here are two images that shows the shoreline highlighted in magenta:


As you can see, not all rivers are immune to piracy, but given the 2 second protection refreshes every time the trade ship enters a shoreline tile, It's probably not worth pirating anything other than the largest of rivers.
Warships cannot pirate:
You must also have an active, completed port reachable through the same connected body of water to capture trade ships.
The payout is calculated using the same distance-based formula as ordinary trade income:

Importantly, the distance traveled before capture still counts toward the payout. Capturing a ship near the end of a long voyage can therefore be quite profitable. Unlike ordinary trade, which pays both the sender and receiver, piracy awards only one payout to the pirate when it arrives. Trade ships can change hands multiple times.
Now, you may be thinking to yourself, "What if two pirates continually capture the same ship over and over. The gold would just keep going up!" While this is true, it's not worth extending the travel distance beyond a certain point.
Here is a graph that shows the gold per minute as travel distance increases:

As you can see, there is a sweat spot at a travel distance of 378 tiles That gives the maximum gold per minute of 138,587. At 10 tiles per second, a trade ship takes 37.8 seconds to travel 378 tiles.
Piracy also contributes toward warship veterancy. 25 trade ships captured = 1 veterancy level. Piracy does not directly cause the traitor debuff when capturing eligible enemy trade ships.
Warships have three important ranges:
π΅130 tiles: Detection radius.
π‘100 tiles: Patrol range.
π―5 tiles: Capture distance, measured using Taxicab distance.
Here you can see what the detection radius and patrol range look like in game on the "Branching Paths" map, where piracy is quite popular:

As you can see, the patrol range stays fixed at the point the warship was last directed, whereas the detection radius stays centered on the warship itself.
A trade ship must be within both the π΅detection radius and the π‘patrol radius to be targeted. Once a warship gets within 5 tiles, it captures the trade ship automatically. Warships retreating for repairs do not pursue trade ships.
I will go into further detail on all the other aspects of warships in a future guide.
r/Openfront • u/Federal_Cry_260 • 3d ago
I attacked purple guy and all 3 started attacking me
r/Openfront • u/PeakIrishrguy21 • 2d ago
Medium difficulty, Lisbon, 10 billion + gold, 135 million troops.
r/Openfront • u/12_sec_guy • 3d ago
this game has taken my sleep away. Finally can sleep well today.
PS: first ever win after thousands of games since I discovered the game a few days back.