Strategy

OpenFront Economy Guide

Gold does not buy troops — it buys the structures that raise your ceiling and the trade network that pays for the next structure. That loop is the economy.

Quick answer: your two income engines are trade ships (from ports) and trains (from factories). Cities convert gold directly into a higher troop ceiling. Spend in the order that shortens the loop: city when your army is capped, trade infrastructure when income cannot pay for the next building, defence posts only on borders that actually get attacked.

Where gold comes from

SourceWhat produces itHow it scalesWatch out for
Trade shipsPortsDistance travelled matters — long routes pay far more than short onesRoutes through hostile water; losing ships to warships
TrainsFactoriesPaid per city visited while travelling; allies pay best, then other players, then yourselfLong routes lose value as they pass through more cities; trade stops if a path closes
Host settingsLobby configurationMultipliers and infinite-gold options exist in custom gamesValues from custom lobbies do not describe public games

Last verified: 2026-09-14 · v0.33-era build · trade ship and train payouts come from the official build's trade configuration; the exact figures change between versions, so treat magnitude and direction as the durable part.

The spending order that works

  1. City when capped — if your army sits near its ceiling, a city adds 250,000 maximum troops per level and converts gold directly into military headroom. Troop growth
  2. Factory or port when income is the bottleneck — if you cannot afford the next city, build the thing that pays for it; coastal positions favour ports, inland positions favour factories. Trade
  3. Defence post where a real border exists — it multiplies defence in a 30-tile radius and slows attackers. A post on a border nobody attacks is gold you will not see again. Buildings
  4. Missile silos and SAMs only when the endgame requires them — both are expensive and patch-sensitive, and mostly win-more tools in public games unless a neighbour already has nuclear capability. Land combat

The cost curve, and why it matters

City, factory and port costs follow the same curve: 125,000 gold doubled per building already owned, capped at 1,000,000. Defence posts scale more gently (50,000 × (n+1), capped at 250,000). The practical consequence: your tenth city costs far more than your third, so adding another city competes directly with adding a factory or a defence post.

If you are…BuildBecause
Army capped, borders quietCityRaises the ceiling you are stuck against
Rich but smallFactory or portConverts gold into a second income stream
Being pushed on one borderDefence post on that borderMultiplies local defence where the attack is actually happening
Ahead and closing the matchNothing new — bank for one decisive pushExtra buildings will not matter if the match ends in ten minutes

Common economy mistakes

  • Building every structure once instead of scaling the one your position rewards.
  • Ignoring the cost curve: a fourth port is often worse value than a first defence post.
  • Leaving gold unspent while capped on troops — the one state where gold does nothing at all.
  • Judging a build by its sticker price instead of by what it unlocks (income, ceiling or border safety).
FAQ

FAQ

Common questions about this topic.

How do I make gold in OpenFront?

Trade: ports generate trade ships, factories generate trains, and both pay out more over longer, safer routes. Host settings can override income in custom lobbies.

Should I build cities or ports first?

A city if your army is near its ceiling; a port or factory if income is what stops you from building. Position decides between port and factory — coast versus inland.

Do cities give gold?

Cities are primarily a troop-ceiling investment: each level adds 250,000 to your maximum army in the live build. Gold income comes from trade.

How much gold should I keep in reserve?

Enough for one defensive reaction — a defence post or a rapid rebuild. Banking far more while capped on troops is usually a mistake.