OpenFront Guides
Decision guides, grouped by the question you are trying to answer right now.
Each guide leads with a quick answer, then explains the decision behind it: what the mechanic establishes, how to choose, and how it fails. Numbers are dated; rules of thumb are labelled.
Start here
Beginner Guide
Your first match, step by step.
Read guideGuideHow to Win
The full decision path to a win.
Read guideGuideControls
How input works, including touch.
Read guideGuideHotkeys
Every default keybind on one page.
Read guideCombat
Land Combat
Pushing borders without throwing the army away.
Read guideGuideAttack Ratio
How much to send, and what changes the answer.
Read guideGuideTerrain
Why the same attack costs more on a mountain.
Read guideGuideNaval Strategy
Warships, sea invasions and coastal control.
Read guideEconomy & growth
Troop Growth
Maximum army, growth rate and the 42% heuristic.
Read guideGuideEconomy
Gold, cities, factories and ports.
Read guideGuideTrade
Trade ships, trains and why income dries up.
Read guideGuideBuilding Timing
What to build, and in what order.
Read guidePosition and teamwork
FAQ
Common questions about this topic.
Which guide should I read first?
The beginner guide. After that, attack ratio and troop growth cover the two mechanics that decide most early fights.
Are these guides written for ranked play?
They cover both public FFA and ranked: the fundamentals (growth, terrain, economy) are shared, while spawn and team advice differ by mode.
Do the guides list exact values?
Where values come from the official build, yes. Where only a community heuristic exists, it is labelled as one.