Strategy

OpenFront Naval Strategy Guide

The sea decides matches quietly: it carries your trade, hides your invasion, and bypasses the mountain border you spent the whole game defending.

Quick answer: build warships to protect trade and to punish unprotected coasts. A sea invasion commits troops ÷ 5 — the same share as a ground attack — so an amphibious push is worth it exactly when your opponent's army is inland.

The naval toolkit

AssetCost / stat (live build)Role
Portmin(1,000,000, 125,000 × 2ⁿ), 5 s buildPrerequisite for naval play; also your trade hub
Warshipmin(1,000,000, 250,000 × (n+1))Patrols water, sinks trade ships, supports landings
Warship shell250 damage, 2 s flight timeShort range but decisive against ships and coastal structures
Transport / invasiontroops ÷ 5 per orderLands troops across water to open a second front

Last verified: 2026-09-14 · v0.33-era build (openfrontio/OpenFrontIO, main) · warship veterancy and shell behaviour changed in the v0.33 line; treat exact combat values as version-sensitive.

When naval play is worth it

  • Your trade runs through contested water — a single hostile warship can erase your income; escorts are cheaper than rebuilding ports.
  • Your opponent's coast is undefended — the cheapest tiles in a mature match are often behind a beach nobody garrisoned.
  • You are boxed in on land — water is the only remaining direction to expand or raid.
  • You share a sea with an ally — a joint landing on a third player's coast is the classic naval play.

How to invade by sea

  1. Clear the water first — warships beat transports; landing into a contested sea usually means losing the army.
  2. Pick a coast behind their army — the point of a landing is that the defender is somewhere else.
  3. Bring enough for a beachhead — a landing that cannot hold the first tiles is a donation; reinforce immediately if it works.
  4. Take something worth having — a port, a chokepoint or an undefended economic core, not an empty peninsula.
  5. Expect the counter-landing — the player you invaded will look for your coast next; keep some army home.

Coastal defence checklist

  • One defence post behind each beach you actually care about — terrain does not help you at the waterline.
  • Warships on station in the water next to your ports, not parked in a corner.
  • Knowledge: track which neighbours own ports, because ports are how they reach you.
  • Redundancy: two ports on separate routes survive losing one.

A coastal player who ignores the sea is only defending three sides of their territory, however good the land border looks.

FAQ

FAQ

Common questions about this topic.

How much does a warship cost?

min(1,000,000, 250,000 × (n+1)), where n is the number of warships you already own — 250,000 for the first, rising to a one-million cap.

How do I invade another player across water?

Build ports, clear the water with warships, then order a landing; a boat attack commits troops ÷ 5, the same share as a ground attack.

Why are my trade ships being sunk?

Almost always a hostile warship on your route. Escort the route or move it; escorting is usually cheaper than rebuilding ports.

Is naval play necessary on land maps?

No. If the map has no useful water, ports and warships are wasted gold — put it into cities and factories instead.