Mechanics

OpenFront Trade Guide

Trade is your economy: gold arrives when ships and trains reach cities. Route length, relationships and safety decide how much.

Quick answer: ports generate trade ships; factories generate trains. Both pay more when they travel further, and both can be disrupted — ships sink, routes close, and embargoes cut relationships. Build the network where it can actually reach other players.

The two trade engines

EngineProduced byPayout behaviourFails when
Trade shipsPortsLonger sea routes pay far more than short ones; minimal routes are worth littleShips are intercepted in contested water, or the destination is gone
TrainsFactoriesPaid per city visited; allied cities pay the most, other players' cities less, your own the leastThe path through territory closes, or a nation along the route is eliminated

Last verified: 2026-09-14 · v0.33-era build · payout curves come from the official build's trade configuration; magnitudes change between versions, so plan around route value and safety rather than exact figures.

Route value in practice

  • Distance is money — a trade ship on a short hop earns far less than one crossing to a distant partner; that is why isolated map corners are poor economic starts.
  • Relationships are money — trains pay best into allied cities, which makes diplomacy an economic tool, not just a military one.
  • Repetition is money — the network pays continuously, so the earlier you build ports and factories, the longer you collect.
  • Safety is money — an intercepted trade ship costs you twice: the gold it would have earned, and the building that idles until it respawns.

Why trade stops

SymptomCommon causeWhat to do
Income dropped to near zeroNo reachable destination — your route runs through closed, eliminated or embargoed territoryRebuild the route: another port, another ally, or expand toward a live region
Ships keep disappearingA warship is patrolling your routeEscort with your own warships or move the route away from contested water
Trains pay less than beforeLong routes passing through many cities dilute the payoutShorter, higher-relationship routes; ally with the cities along the way
Everything stopped at onceYou lost the coastal territory your ports neededTreat ports as military assets and defend the coast, not just the land border

Where trade sits in your priorities

  1. Build trade when your income cannot pay for the next city — that is when an income building pays for itself.
  2. Choose port or factory by geography — coast with reachable partners: port; inland: factory.
  3. Protect the route before expanding it — a second port is worthless if a warship owns the water between them.
  4. Use alliances to raise payout — allied cities pay your trains more, so a durable alliance is an income multiplier. Team strategy

Trade is why a small, well-placed nation can out-earn a large one: geography and diplomacy decide route value more than raw land area does.

FAQ

FAQ

Common questions about this topic.

How do trade ships make gold?

Ports spawn trade ships that earn gold by travelling to a destination; longer routes pay considerably more than very short ones.

Why did my income stop?

Usually because the route has no live destination — closed borders, an eliminated neighbour, an embargo, or a warship clearing your trade ships from the water.

Do factories or ports make more money?

It depends on the map. Ports need open water with reachable partners; factories work anywhere there are cities to visit. Coastal players usually build both.

Can I defend trade ships?

Yes, with warships. Trade in contested water is effectively a naval problem, which is why naval strategy and economy are the same topic late in a match.