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DATABASE / UNITS

Units Database

Grouped by category with cost formulas, HP, damage, and build times. Click row anchors to share direct links.

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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
  • Destroyed rather than transferred when its tile is captured
SAM Launcher
1,500,000
min(3,000,000, (n+1) × 1,500,000)
— — 300t ✓ Upgradable
Anti-air installation intercepting atom, hydrogen, and MIRV warhead nukes.
  • Cooldown 90 ticks
  • Range scales 70 → 150 tiles by level
  • v33 treats in-flight MIRV warheads as normal SAM targets
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
  • v33 veterancy: up to 3 levels; each adds 20% max health and shell damage
Trade Ship
Free
Free, spawned probabilistically
— — — —
Auto-shuttles between ports to generate gold.
  • v32 spawn suppression midpoint: 400 active 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 × game-wide MIRVs launched
— — — —
Long-range multi-warhead vehicle; splits into multiple MIRV Warheads on arrival.
  • Major v24 nerf: craters can be quickly conquered
  • No global launch lockout in v0.34.11; each Silo tube reloads separately
MIRV Warhead
Free
Auto-produced by MIRV
— — — —
Small warhead produced when a MIRV splits.
  • Blast inner 12 / outer 18 tiles
  • v33: real in-flight nuke, normally targetable by SAM

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
  • v33 targets AtomBomb, HydrogenBomb, and in-flight MIRV warheads through the same trajectory check