Building Basics
Buildings matter because they turn claimed territory into population capacity, gold generation, defenses, naval activity, and missile power. In OpenFront, a good building choice can support growth or protect the land that makes that growth possible.
Buildings, also called structures or buildables, are purchased with gold and placed on individual map tiles. They include economic structures, military defenses, boats, and missiles available from the build menu.
To build, right-click a tile or long-press on mobile to open the radial menu and choose a structure. Number-key shortcuts can also select buildings. Construction normally takes a few seconds and displays a progress bar; the Instant Build lobby setting removes that delay.
Some placements and purchases have requirements:
- Ports must be near water or on a nation’s shore.
- Warships can only be placed in water.
- Warships require a Port.
- Atom Bombs, Hydrogen Bombs, and MIRVs require a Missile Silo.
- Some structures are limited to land, while boats are limited to sea.
Building Types and Placement
OpenFront groups buildables by their broad purpose and placement. Economic and military structures are built on land, boats are used at sea, and missiles launch from land through missile infrastructure.
| Type | Included buildables | Placement | |---|---|---| | Economic buildings | City, Factory, Port | Land | | Military buildings | Defense Post, Missile Silo, SAM Launcher | Land | | Boats | Warship | Sea | | Missiles | Atom Bomb, Hydrogen Bomb, MIRV | Land launch capability through a Missile Silo |
Cities increase a nation’s maximum population, giving room for more workers and troops. Factories and Ports support trade networks. Defense Posts strengthen nearby borders, while Missile Silos and SAM Launchers handle offensive and defensive missile operations.
A Port is both an economic and naval foundation. It spawns trade ships, supports trade income over distance, and is necessary for building and healing Warships. Because enemy players can steal trade ships, coastal trade can be valuable but exposed.
| Building | Primary role | Important requirement or effect | |---|---|---| | City | Population capacity | Adds 25,000 maximum population | | Factory | Rail trade | Connects railroads to nearby cities, factories, and ports | | Port | Sea trade and naval support | Near water; spawns trade ships and supports Warships | | Defense Post | Land defense | Strengthens nearby borders | | Missile Silo | Missile launching | Required for Atom Bombs, Hydrogen Bombs, and MIRVs | | SAM Launcher | Missile interception | Targets missiles that would land in its radius | | Warship | Naval combat | Requires a Port and is placed in water | | Atom Bomb | Small-area nuclear strike | Requires a Missile Silo | | Hydrogen Bomb | Large-area nuclear strike | Requires a Missile Silo | | MIRV | Multi-warhead nuclear strike | Requires a Missile Silo |
What Each Building Does
A City raises the population limit by 25,000. Cities can be captured when another nation annexes the land beneath them, so their location matters as much as their population benefit.
Factories connect railroads to nearby Cities, Factories, and Ports. Once connected, trains can begin spawning and trading with other buildings to generate gold. Factories and Ports share the same price progression.
Ports spawn trade ships. Trade ships earn more gold when they travel farther from their Port, but opponents can capture or steal them. A Port is also required to build Warships and helps with spawning and healing them.
Defense Posts strengthen an area around themselves. Nearby land receives a five-times defense bonus, making strengthened borders five times harder to take over than free land.
Missile Silos unlock nuclear launches. Atom Bombs and Hydrogen Bombs have an approximately 10-second launch cooldown, while MIRVs have no listed cooldown.
SAM Launchers defend against incoming missiles that would land within their radius. Their interception chances differ by missile type, and they have a 7.5-second cooldown.
| Missile targeted by a SAM Launcher | Destruction chance | |---|---:| | Atom Bomb | 100% | | Hydrogen Bomb | 80% | | MIRV warhead | 50% |
Warships attack enemy transports and enemy Warships, defend sea territory, and can capture other players’ trade ships. They begin with 500 HP and can grow to a maximum of 1,000 HP.
Atom Bombs explode over a small radius, destroying Cities, Factories, Ports, Defense Posts, Missile Silos, and SAM Launchers in the affected area. They also irradiate land in that radius.
Hydrogen Bombs have the same broad destruction and irradiation role across a larger radius. They are useful when several target structures are close together.
MIRVs launch up to 350 warheads at a selected player. Their warheads have radii similar to Atom Bombs, can damage other nations, destroy listed structures, and irradiate affected land.
Costs and Practical Choices
Building costs can increase as more of the same structure is purchased. The available cost information shows a clear pattern: early expansion buildings become progressively more expensive, while several advanced military options have fixed or specialized pricing.
| Building | Listed cost progression | |---|---| | City | 125,000 first; 250,000 second; 500,000 third; 1,000,000 thereafter | | Factory | 125,000 first; 250,000 second; 500,000 third; 1,000,000 thereafter | | Port | 125,000 first; 250,000 second; 500,000 third; 1,000,000 thereafter | | Defense Post | 50,000 first; 100,000 second; 150,000 third; 200,000 fourth; 250,000 thereafter | | Missile Silo | 1,000,000 each | | SAM Launcher | 1,500,000 first; 3,000,000 thereafter | | Warship | 250,000 first; 500,000 second; 750,000 third; 1,000,000 thereafter | | Atom Bomb | 750,000 each | | Hydrogen Bomb | 5,000,000 each | | MIRV | 25,000,000 for the first; then 25,000,000 plus 15 times the number of MIRVs already launched |
For growth, Cities provide the direct population-capacity increase. Factories and Ports can create income through trains and trade ships, but they need suitable connections or water access to matter.
For defense, place Defense Posts where their area effect can protect important borders. SAM Launchers are most relevant where enemy missiles are likely to land, since they only target incoming missiles within their radius.
For sea control, a Port is the prerequisite for Warships. That creates a natural sequence: establish a usable coastal Port, then use Warships to fight enemy naval units, attack transports, protect territory, or take trade ships.
For nuclear attacks, a Missile Silo comes before any missile purchase. The choice between Atom Bombs, Hydrogen Bombs, and MIRVs depends on the target: small areas, large clustered areas, or widespread warhead attacks against a selected nation.
FAQ
What are openfront buildings?
Openfront buildings are gold-funded structures, boats, and missiles placed through the build menu. They cover population growth, trade, defenses, naval combat, missile defense, and nuclear attacks.
How do I open the build menu?
Right-click a map tile, or long-press on mobile, then select a building from the radial menu. Number-key shortcuts can also select a building.
Which building increases population?
Cities increase maximum population by 25,000 each.
Do I need a Port before building a Warship?
Yes. A Warship requires a Port and can only be placed in water.
Do nukes require a Missile Silo?
Yes. Atom Bombs, Hydrogen Bombs, and MIRVs require a Missile Silo to launch.