Reference

OpenFront Buildings

Costs, build times and what each structure actually unlocks — a reference table first, then the decision behind each build.

Quick answer: cities raise your troop ceiling, factories and ports produce gold through trade, defence posts multiply the defence of a border segment, and silos, SAMs and warships are endgame tools. Costs rise as you own more of the same building, with hard caps.

Cost and effect table

BuildingCost (live build)Build timeWhat it does
Citymin(1,000,000, 125,000 × 2ⁿ)2 s+250,000 maximum troops per level; upgradable
Factorymin(1,000,000, 125,000 × 2ⁿ)2 sSpawns trains that earn gold while travelling; upgradable
Portmin(1,000,000, 125,000 × 2ⁿ)5 sSpawns trade ships; naval coverage; upgradable
Defence Postmin(250,000, 50,000 × (n+1))5 sWithin 30 tiles: 5× defence for the owner, slower attacker advance
Missile Silo1,000,00010 sLaunches atomic and hydrogen bombs; 9 s cooldown per silo
SAM Launchermin(3,000,000, 1,500,000 × (n+1))30 sIntercepts incoming missiles in range; 9 s cooldown
Warshipmin(1,000,000, 250,000 × (n+1))—Naval unit; shells deal 250 damage and live 2 s in flight

n = how many of that building you already own, so each repeat costs more up to a cap. Warhead costs are listed below because nuclear spending competes directly with your economy.

Weapons and ammunition costs

ItemCost (live build)Notes
Atomic bomb750,000Blast: 12-tile inner radius, 30-tile outer radius
Hydrogen bomb5,000,000Blast: 80-tile inner radius, 100-tile outer radius
MIRV25,000,000 + 15,000,000 × missiles already launchedSplits into warheads (12/18-tile radii); price escalates per use

Last verified: 2026-09-14 · v0.33-era build (openfrontio/OpenFrontIO, main) · nuclear values are patch-sensitive; v0.33 changed MIRV behaviour, so re-check after any weapons-related release.

City, port, factory: what each one is for

  • City — a military investment. It does not produce gold; it raises the ceiling that limits how large an army you can hold. Build it when your army is capped.
  • Factory — an income investment for inland positions: trains travel through cities and pay out based on the cities they visit.
  • Port — an income and naval investment for coastal positions: trade ships pay more over longer routes, and ports are the base for warships and sea invasions.
  • Defence post — a border investment. It is the cheapest way to make a specific border unattractive, and worthless on a border you do not have.

How repeat costs change your decisions

Because city, factory and port costs double with each copy (until the 1,000,000 cap), the useful question is never 'should I build another one' but 'is this the cheapest way to raise my ceiling or my income right now'. A tenth city is often several times the price of a first defence post on the border that is actually being attacked. Building timing turns this into an order of operations.

FAQ

FAQ

Common questions about this topic.

What is the best building in OpenFront?

There is no universal best: cities raise your troop ceiling, ports and factories produce gold, and defence posts protect a specific border. The value of each depends on what your position is short of.

How much does a city cost?

min(1,000,000, 125,000 × 2ⁿ), where n is how many cities you already own — 125,000 for the first, doubling up to a one-million cap.

How long does a building take to finish?

Cities and factories 2 seconds, ports and defence posts 5 seconds, missile silos 10 seconds, SAM launchers 30 seconds, at a 100 ms tick rate. Instant-build lobbies change this.

Do defence posts stack?

Each post covers a 30-tile radius and multiplies defence inside it. Overlapping posts are usually unnecessary; spacing them along a real border is the efficient use.