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Openfront — territorial conquest

Openfront

Real-time territorial conquest against six rivals. Take 80% of the map to win.
  • Troops regrow toward a cap set by your territory and cities. The attack ratio decides how much of the army each attack commits.
  • Terrain matters. Plains are cheap to take, highland costs more, mountains most of all.
  • Gold comes from a base income and, mainly, from trade ships running between your ports and other players' ports. Build ports early.
  • Structures: City (troop cap), Port (sea trade + navy), Factory (runs trains), Defense Post (5× defence nearby), Missile Silo (needed to launch nukes), SAM Launcher (intercepts nukes). Ports and Factories share a cost counter — each makes the other dearer.
  • Railways: Cities, Ports and Factories within 15–110 tiles of each other are linked by rail. Factories send trains along the network, earning gold at every City or Port they stop at. Stopping at an ally's station pays most, your own least — so rail is worth far more once you are allied.
  • Nukes: Atom, Hydrogen and MIRV. They kill troops, wreck structures and leave fallout that makes ground harder to retake.
  • Navy: transport boats let you invade across water; warships hunt enemy shipping.
  • Alliances last 5 minutes. Break one early and you are branded a traitor — halved defence for 30 seconds.
Maps use real coastlines; a good deal of the world's land sits on islands, so transport boats matter. Controls: scroll or pinch to zoom, drag or WASD to pan, right-click any tile for its action wheel (inspect, attack, land troops, offer an alliance), and 1–9 / 0 to pick from the build bar. Pick your starting position when the game begins.