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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.
  • Higher level = better trade ship spawn rate and revenue
  • Can be captured; ownership transfers to the new occupier
Missile Silo
1,000,000
Fixed 1,000,000
100t ✓ Upgradable
Core infrastructure for launching nuclear weapons.
  • Upgrades reduce reload time
  • AI nukes avoid SAM-covered targets
Defense Post
50,000
min(250,000, (n+1) × 50,000)
50t
Land defense tower: significantly boosts defense within 30 tiles.
  • Defense zone mag ×5, speed ×3
  • Range 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.
  • Cooldown 90 ticks
  • Range scales 70 → 150 tiles by level
  • Cannot intercept MIRV
City
125,000
min(1,000,000, 2^n × 125,000)
20t ✓ Upgradable
Raises population cap and participates in train trade.
  • +250,000 troop cap per level
  • Buildable even without a port (v24)
  • Acts as a train station
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.
  • Train spawn rate (factories+10) × 15 ticks
  • Builds railway loops

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.
  • Affected by isWaterNukes / isPortsDisabled
  • Warships prioritize attacking transport ships
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.
  • Auto-retreats at HP ≤ 750
  • Since v24: prioritizes transport ships and cools down immediately on hit
Trade Ship
Free
Free, spawned probabilistically
Auto-shuttles between ports to generate gold.
  • v24 global cap 150 ships
  • Captured ships transfer to the captor; destroyed ships are lost
Train
Free
Free (auto-generated by factories)
Land trade vehicle: shuttles gold between cities and factories.
  • Speed 2 tiles/tick
  • Vehicle spacing 2 tiles
  • v24 experimental: available in single-player and private lobbies

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.
  • Blast inner 12 / outer 30 tiles
  • Can be intercepted by SAM
Hydrogen Bomb
5,000,000
Fixed 5,000,000
Mass-destruction nuke.
  • Blast inner 80 / outer 100 tiles
  • Can be intercepted by SAM
MIRV
25,000,000
25,000,000 + 15,000,000 × launches fired
Long-range multi-warhead vehicle; splits into multiple MIRV Warheads on arrival.
  • Major v24 nerf: craters can be quickly conquered
  • MIRV body cannot be intercepted by SAM; warheads also immune
MIRV Warhead
Free
Auto-produced by MIRV
Small warhead produced when a MIRV splits.
  • Blast inner 12 / outer 18 tiles
  • SAM cannot intercept

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.
  • Hits can be intercepted by obstacles
SAM Missile
Free
Free, gated by SAM cooldown
Auto-launched by SAM Launchers to intercept nukes.
  • Default speed 12 tiles/tick
  • Intercepts only AtomBomb and HydrogenBomb; MIRV warheads immune