DATABASE / UNITS
Units Database
Grouped by category with cost formulas, HP, damage, and build times. Click row anchors to share direct links.
⌖ Reading Convention
Cost column shows current unit price on top, cost formula below (n usually means units already built).
Build duration is in ticks. OpenFront.io runs at ~10 ticks/second.
"Upgradable" structures can be invested in to increase level, improving stats (e.g., SAM range, city troop cap).
Structures · 6
Buildable structures, some upgradable for enhanced stats.
| Name | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|
| Port | 125,000 min(1,000,000, 2^n × 125,000), n = existing ports/factories | — | — | 50t | ✓ Upgradable | Naval hub: spawn base for trade ships, transports, and warships.
|
| Missile Silo | 1,000,000 Fixed 1,000,000 | — | — | 100t | ✓ Upgradable | Core infrastructure for launching nuclear weapons.
|
| Defense Post | 50,000 min(250,000, (n+1) × 50,000) | — | — | 50t | — | Land defense tower: significantly boosts defense within 30 tiles.
|
| SAM Launcher | 1,500,000 min(3,000,000, (n+1) × 1,500,000) | — | — | 300t | ✓ Upgradable | Anti-air installation intercepting atom and hydrogen bombs.
|
| City | 125,000 min(1,000,000, 2^n × 125,000) | — | — | 20t | ✓ Upgradable | Raises population cap and participates in train trade.
|
| Factory | 125,000 min(1,000,000, 2^n × 125,000) (shares n with Port) | — | — | 20t | ✓ Upgradable | Spawns trains; combines with railways and cities to form a trade network.
|
Ships / Vehicles · 4
Sea and land transport and combat units, including trains and trade ships.
| Name | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|
| Transport Ship | Free Free (consumes initiator's troops) | — | — | — | — | Naval landing vehicle, spawned from ports or coasts.
|
| Warship | 250,000 min(1,000,000, (n+1) × 250,000), n = existing warships | 1,000 | 250 | 50t | — | Naval control unit; fires Shells against enemy ships/coasts.
|
| Trade Ship | Free Free, spawned probabilistically | — | — | — | — | Auto-shuttles between ports to generate gold.
|
| Train | Free Free (auto-generated by factories) | — | — | — | — | Land trade vehicle: shuttles gold between cities and factories.
|
Nuclear Weapons · 4
Atom bombs, hydrogen bombs, MIRVs: costs and blast radii.
| Name | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|
| Atom Bomb | 750,000 Fixed 750,000 | — | — | — | — | Basic nuke: low cost, medium blast radius.
|
| Hydrogen Bomb | 5,000,000 Fixed 5,000,000 | — | — | — | — | Mass-destruction nuke.
|
| MIRV | 25,000,000 25,000,000 + 15,000,000 × launches fired | — | — | — | — | Long-range multi-warhead vehicle; splits into multiple MIRV Warheads on arrival.
|
| MIRV Warhead | Free Auto-produced by MIRV | — | — | — | — | Small warhead produced when a MIRV splits.
|
Projectiles · 2
Projectiles automatically fired by structures/units.
| Name | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|
| Shell | Free Auto-generated by warships/defense posts | — | 250 | — | — | Solid projectile fired by warships and defense posts.
|
| SAM Missile | Free Free, gated by SAM cooldown | — | — | — | — | Auto-launched by SAM Launchers to intercept nukes.
|