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Adaptive Build Order: Spend the Next Gold on the Constraint

Use OpenFront v34.3 costs, troop growth, route payback, and stop signals to choose City, Port, Factory, defense, or a liquid reserve without copying a fixed script.

Economy Difficulty · Intermediate Published Sep 16, 2026 Updated Sep 16, 2026 Reviewed by OpenFront Intel editors #economy#build-order#city#port#factory#defense
Community early-game build-order example for OpenFront

Direct answer: use LIMIT instead of copying a fixed build order

The best OpenFront build order is a repeated decision, not a minute-by-minute shopping list. Before every meaningful purchase or large attack, run LIMIT: Lock the position against the nearest loss, Identify the resource currently limiting you, Measure the next investment against its real route or combat job, Invest one reversible increment, and Terminate the branch when its stop signal appears. This produces different orders from the same opening. One player may need Defense Post, City, Port, then reserve. Another may need City, Factory, defense, then expansion. Both can be correct because their constraints differ.

Keep four balances separate. Gold buys buildings, upgrades, ships, and nuclear capability. Troops pay for expansion and combat; spending Gold does not refill an army on demand. Maximum Troops is storage capacity, not current strength. Territory supplies space, borders, and a sublinear part of the troop cap. A fixed script fails whenever it confuses these balances. Buying a City while current Troops are far below the existing cap solves no immediate shortage. Sending another attack while Gold sits unused may still be correct if the army, rather than income, is the scarce balance. Buying a Port because the button is affordable is wrong when no safe foreign destination can complete voyages.

At the v0.34.3 boundary, a City level adds 250,000 to maximum Troops. City costs use their own exponential ladder: normally 125,000, 250,000, 500,000, then 1,000,000 for later levels or additional Cities. Port and Factory use the same price sequence but share one counter with each other. A first Port followed by a first Factory therefore costs 125,000 then 250,000. Defense Posts use a separate 50,000, 100,000, 150,000, 200,000, then 250,000 ladder. These are opportunity costs. The next 250,000 cannot simultaneously become City capacity, a second trade engine, five first-price Defense Posts, and liquid reaction money.

Do not translate “adaptive” into “never plan.” Plan one purchase ahead and attach a test. A City test is whether current Troops repeatedly approach the old cap and then use the added headroom. A Port test is whether an eligible route completes enough safe arrivals. A Factory test is whether its connected City or Port stations actually settle Train Gold. A Defense Post test is whether its 30-tile zone covers the expensive approach. A military reserve test is whether it lets you answer a new border without abandoning the economic core. If the test fails, stop that branch rather than defending the original idea with another purchase.

The practical military ceiling is also conditional. The tagged client has a default attack amount equal to one fifth of the attacker’s current Troops, while the player can deliberately choose a different commitment. Treat the displayed send amount as a risk decision, not a recommendation. Keep enough current Troops to survive the next credible response and preserve growth; cap the first push at the smallest amount that proves the route. Version v0.34.2 made player-versus-player attacks roughly ten percent faster across the board, so stale information now expires sooner. Faster resolution is a reason to use explicit stop signals, not a reason to send every available troop.

Use this guide for the next-allocation decision. Use Economy Fundamentals for the whole resource system, Port versus Factory for exact route economics, and Land Combat once the question becomes how an active battle resolves. LIMIT ends with a written answer: “My constraint is X; I will spend at most Y on one test; I stop when Z changes.” If that sentence is missing, keep the Gold liquid for another observation cycle.

Lock the position and divide the budget before buying anything

Lock means identifying the loss that could invalidate every later investment. Scan the map, not only the build menu. Mark the border that reaches your core most directly, the coast that exposes a Port, the rail corridor that connects valuable stations, the neighbor whose current Troops can punish an empty reserve, and any nuclear branch enabled by the lobby. A build order cannot be evaluated in isolation from those paths. A 125,000 structure deep in a stable core and the same structure on a collapsing edge have identical listed costs but completely different expected value.

Divide available resources into three conceptual accounts. The survival account contains the Troops and Gold needed for the next credible response: a bounded counterattack, the correctly placed Defense Post, naval protection for a proven route, or later a SAM when nuclear exposure is real. The compounding account funds a City, Port, Factory, or upgrade that removes a measured bottleneck. The option account remains liquid until the next observation. These are not fixed percentages. They are named obligations. If you cannot name the response covered by the survival account, the reserve may be wasteful hoarding. If you cannot name the measurable output of the compounding account, the proposed structure may be decorative spending.

The official v0.34.3 configuration provides the price ledger below under ordinary non-infinite settings. Lobby multipliers and host options can change starting conditions or disable units, so the table is a baseline rather than a timer.

Next investmentOrdinary listed cost or sequenceWhat it can removeProof before purchaseImmediate stop signal
City level125k, 250k, 500k, then 1M cap on its own counterMaximum-Troops bottleneckCurrent Troops repeatedly press toward cap, or a protected Train stop is neededCurrent army remains far below the old cap and the front is unstable
Port/Factory level125k, 250k, 500k, then 1M cap on one shared counterGold-flow or route bottleneckOne eligible, defensible sea route or rail station cluster existsRoute cannot settle, partner disappears, or protection costs dominate
Defense Post50k, 100k, 150k, 200k, then 250kLoss and attention leak on a specific approachIts 30-tile zone reaches the contested pathEnemy bypasses the zone or the fight moves elsewhere
Liquid GoldNo purchaseReaction and information shortageA meaningful branch is close but not yet provenOne constraint becomes both urgent and measurable
Attack TroopsCurrent Troops, not GoldTerritory, structure capture, or pressure objectiveA bounded target and retained response force are namedNew border, reserve breach, or objective no longer pays

Read the table from proof to price, not price to proof. “I have 125,000” is not evidence for any of the three first-tier structures because all are affordable at that point. The decision comes from the constraint. If Troops are near maximum but the coast is exposed, City may beat Port. If the cap has ample room but one safe long-water route already exists, Port may beat City. If no economic node can survive but a 50,000 post covers the only approach, defense may beat both. If all observations are ambiguous, liquid Gold buys time and keeps every branch available.

Locking also limits military spending. Before an attack, record current Troops, maximum Troops, the intended send amount, and the minimum force you need after launch. The engine’s troop growth slows as current Troops approach maximum: it multiplies the raw increase by 1 - current / maximum. That means an army near cap has little unused growth room, while an army depleted by a huge attack may regrow faster but is temporarily vulnerable. Deliberately creating growth room can be useful only when the surviving force can hold. “Low Troops regrow faster” does not make an undefended core safe.

Version v0.34.2’s attack-speed increase tightens this review loop. Borders change about ten percent faster in player-versus-player combat, and overwhelming pushes can gain additional speed from the current ratio curve. The safe response is shorter observation intervals: send one bounded wave, check the new shape, then renew or stop. The unsafe response is to treat faster combat as a universal license for a larger initial percentage. Lock first, because a build order that survives imperfect information compounds; one that requires every neighbor to remain passive is only a replay script.

Identify when City capacity is the real constraint

A City buys capacity. Each completed City level adds 250,000 maximum Troops, and completed Cities can also act as Train trade stations. Neither benefit means “City first” is universally correct. Capacity has value when it will be used, protected, or connected. The decision begins with two numbers visible in play: current Troops and maximum Troops. Watch their relationship through several normal growth ticks and after a bounded expansion. If current Troops repeatedly return near the ceiling, growth headroom is scarce. If current Troops remain far below the ceiling because attacks, defense, or a recent loss keep draining them, another City does not repair the immediate problem.

The underlying formula explains why the check must be repeated. The territory contribution to maximum Troops grows sublinearly with owned tiles, while completed City levels add a fixed 250,000 each. Troop increase starts from a current-army term and is then multiplied by the remaining-cap ratio. At the cap, that ratio approaches zero. A City therefore does more than raise a display number when a healthy economy keeps filling the old ceiling: it restores space into which growth can occur. But a City placed while the player is at a small fraction of the old cap adds distant storage, not current defenders.

Use a three-observation capacity test. First, note whether the army reached at least the same near-cap range twice without emergency troop donations or a temporary lull. Second, name the operation that would use another 250,000: a larger reserve behind an attack, two defended fronts, or sustained expansion. Third, confirm the City location will remain yours long enough to matter. If any observation fails, delay the City and revisit after the next border or route change. This avoids buying capacity merely because a creator’s build order names a minute.

City prices also demand a marginal decision. The first City level normally costs 125,000, the next existing City level or additional City advances the City-only counter to 250,000, then 500,000 and a 1,000,000 cap. Port and Factory purchases do not advance this City counter. Compare the next City, not the historical average. A first 125,000 City can be efficient when it immediately releases growth. A later 1,000,000 level needs a much stronger case, especially if the same Gold could establish a proven first Port, protect two key approaches, or remain available for a nuclear response.

Placement is part of the investment. A City under construction does not contribute its level to maximum Troops, and ordinary construction takes two seconds unless the lobby uses instant build. Put it behind the front, not directly on the land you hope an attack will secure. Its value disappears if the enemy captures the node or if defending it widens the border enough to consume the added capacity. In rail play, a City can improve two constraints at once by adding capacity and becoming an eligible Train stop, but only when a Factory can connect it through the official station and route limits. Do not count hypothetical rail income before the cluster exists.

Consider two openings. Player A has 430,000 of 460,000 Troops, one stable border, 160,000 Gold, and no safe foreign Port. A first City has a clear test: it adds 250,000 headroom, sits behind the stable line, and supports a later Factory. Player B has 180,000 of 460,000 Troops, loses units on two fronts, and owns the same Gold. The same City leaves both leaks open. A correctly located first Defense Post at 50,000 plus liquid reaction money is the adaptive order, even if Player B expects to buy the City later.

Stop the City branch when headroom is unused, placement is exposed, or the next level’s marginal price exceeds the value of the operation it enables. Resume when the old cap again becomes the repeated constraint. The Population Growth guide provides the detailed cap and recovery model; this page supplies the allocation rule. A City is correct because measured capacity is scarce, not because every economy screenshot contains one.

Measure Port and Factory by completed payments, not by ownership

Port and Factory are income engines only when their networks settle Gold. They share one exponential cost counter: the first combined level normally costs 125,000, the second 250,000, the third 500,000, and later levels reach the 1,000,000 cap. Building a Port first changes the price of the first Factory, and upgrading either type changes the price of the next level of either. This shared ladder makes exploration expensive. Verify one network before buying the second idea.

A Port needs an eligible foreign, non-embargoed Port reachable through connected water. The completed voyage pays each Port owner from actual water distance using the tagged Trade Ship Gold formula. At a 1x Gold multiplier, representative owner receipts are about 5,185 at distance 100, 52,500 at distance 300, and 104,990 at distance 600. Those values are per successful arrival, not per spawn attempt and not a guarantee per minute. Short routes can take many arrivals to repay 125,000; long routes expose the ship for longer and can fail under hostile naval control. Count only the amount credited to you when evaluating your own payback, even though normal trade also creates Gold for the other owner.

A Factory needs at least one connected City or Port station. It is the Train source, not a paying stop. Tagged Train settlement pays the Train owner 10,000 at a self station, 25,000 at a teammate or other eligible player’s station, and 35,000 at an ally station before the late-stop penalty. The other station owner also receives the applicable amount when ownership differs. Distance does not directly raise Train payout. Topology, relationship, eligible stops, generation cadence, and survival of the cluster matter more than drawing the longest line. A Factory without a paying station is an expensive promise.

Use a four-column route proof before buying. Record eligibility: the destination exists under current relations and lobby rules. Record settlement: the expected completed arrival or stop pays a known amount. Record time: spawn wait, travel, and construction fit the current strategic window. Record protection: a plausible enemy action does not erase the route more cheaply than you can defend it. A route passes only when all four columns contain observations rather than hopes. If one remains blank, reserve the Gold or solve that prerequisite first.

For example, a safe distance-300 sea route returns about 52,500 per successful arrival at 1x, so three owner receipts exceed a first Port’s static 125,000 cost. That is a useful gross-payback case, but three completed voyages may arrive too late if a nearby Warship controls the water. A first Factory serving one protected allied station pays the Train owner 35,000 per completed visit, so four visits exceed 125,000. That case weakens immediately if the alliance expires or the station becomes disconnected. The arithmetic selects what to monitor; it does not cancel route risk.

Choose an upgrade only after the current location works. Port level adds spawn trials and destination weight, not a multiplier to the same voyage’s payout. Factory level adds spawn opportunities but not another physical station location. Add a separate structure when geography creates a new protected water component, station cluster, or redundancy. Upgrade when topology is already useful and throughput is the measured bottleneck. This distinction prevents a common fixed-order failure: purchasing “second Port” when what the economy actually lacks is a safer coast.

Terminate the income branch when eligibility disappears, completed payments fail to cover protection and replacement, a shared-counter price jumps beyond the match window, or current Troops and borders make survival the binding constraint. Do not chase sunk cost with another level. Keep a working first node while redirecting the next Gold; adaptation concerns marginal spending, not ritual demolition. Use Port versus Factory for exact formulas and Train Network for topology after Factory wins the comparison.

Invest in military pressure and defense without emptying the option account

Military investment in OpenFront is split across two currencies. Attacks commit current Troops, while Gold buys structures and units that change how safely those Troops can operate. A rigid build order often hides this split behind one instruction such as “stay at a percentage” or “always attack with a percentage.” The official configuration exposes a default attack amount of one fifth of current Troops, but that default is not an optimality claim. The correct send depends on the target’s density, terrain, Defense Post coverage, contact width, your territory size, and the response force left at home.

Start with a bounded objective. “Take the exposed City and stop at the river” can be sized and reviewed. “Attack Red until it works” cannot. Record current Troops, chosen send, remaining current Troops, maximum Troops, and the enemy action that would force cancellation. The maximum sensible first wave is the largest send that still leaves the named response force. If you cannot state that retained force, the ceiling is undefined and the attack should shrink. A first probe can be far below the available slider range because its purpose is to reveal loss rate, border shape, and third-party reaction.

The v0.34.2 change, carried into v0.34.3, speeds normal attacks against a real defender by about ten percent without changing the troop-loss calculation. In tagged source, the speed divisor changed so the same combat input consumes about 9.1% less tick budget per tile, which corresponds to roughly ten percent more pace. Terra Nullius uses a separate path, so do not generalize the patch to neutral expansion. Faster normal combat shortens the time between commitment and a changed map. It makes staged sends and prompt cancellation more important because a neighbor can gain or lose a border sooner; it does not make an otherwise unfavorable troop ratio profitable.

Defense Post is the lowest-price Gold intervention on the ordinary opening ledger, but only when geometry is correct. Its cost ladder is 50,000, 100,000, 150,000, 200,000, then 250,000. Its defensive zone reaches 30 tiles. Inside that zone the tagged attack logic multiplies the terrain loss magnitude by five and tile speed cost by three for the attacker. Multiple posts do not make an indefinitely stacking same-tile bonus. Place the first post where it covers the route into the economic core or a high-cost chokepoint. A post far behind the contact may protect nothing; a post on an indefensible protrusion may become the reason you keep funding a bad shape.

Treat defense as an economic purchase when it stops a repeated leak. Suppose a 50,000 first post lets the same retained force hold the only serious approach while a Port continues completing voyages. Its value includes avoided troop loss, preserved attention, and uninterrupted income. Suppose instead that the enemy can walk around its 30-tile zone and open two new contacts. The post has not removed the constraint; reshaping or retreating may be cheaper. Measure the approach after construction rather than assuming the icon protects an entire frontier.

The option account matters most after a successful move. New territory can add borders, expose infrastructure, and create a tempting second objective. Do not spend the remaining Gold merely because the first push won. Re-run LIMIT. Lock the new edge, identify whether current Troops or cap is now scarce, measure the next node, invest one increment, and stop on the declared signal. When the first wave creates a safe City site, a City may become the next build. When it creates unsafe coastline, a Port is not automatically the reward. When it attracts two neighbors, liquid Gold and a retreat line can be more valuable than any node.

Counterplay should be included before commitment. An opponent can wait until your army leaves, open a flank, embargo a Port route, break an alliance station, bypass a Defense Post, or force nuclear protection. Your build order is robust only if one likely counter changes the next step rather than invalidating the entire plan. Use Threat Assessment before large spending and Defense Posts for exact placement. Military pressure is the right investment when it achieves a named objective while preserving a response. It becomes overspending when the plan needs every opponent to ignore the empty option account.

Invest one increment: three adaptive opening scenarios

The numbers below are worked decisions, not universal timings. Assume ordinary 1x Gold, non-instant construction, the v0.34.3 rules, and no special host cheats. Human base income is 100 Gold per 100 ms tick, about 1,000 per second or 60,000 per minute before trade and conquest. That rate helps compare waiting with buying, but starting Gold, lobby modifiers, donations, captured Gold, and route income can shift every clock. Each scenario begins from a state, buys one test, and names the signal that ends the branch.

ScenarioObserved constraintFirst incrementContinue signalStop or switch signal
Compact inland opener430k/460k Troops, stable single border, no eligible sea route125k City in protected coreAdded headroom fills and supports a named reserveArmy stays below old cap or new border needs defense
Safe allied rail clusterAmple troop headroom, protected City connected to a valid Factory site125k first FactoryTrains complete paying stops and protection remains cheapStation disconnects, relation changes, or front reaches corridor
Exposed coastal rush180k/460k Troops, two active contacts, tempting distance-300 Port route50k first Defense Post plus liquid reserveOne approach stabilizes and route remains eligibleEnemy bypasses zone or retained Troops cannot cover the second front

In the compact inland opener, the City is justified by repeated near-cap observations rather than the clock. Its two-second ordinary construction must finish before the extra 250,000 cap counts. The player does not immediately buy a Port with the remaining 35,000 because no eligible sea network exists. The next review occurs after the old cap would have constrained growth. If the army begins using the new headroom and the border remains stable, the City test passed. If an unexpected neighbor appears and current Troops fall, the build order switches to survival even though the long-term City choice was reasonable.

In the allied rail case, Factory beats City because cap is not the limiting resource and an existing protected station gives the Factory a real job. One allied stop pays the Train owner 35,000 before applicable stop penalties, so four completed visits exceed the first Factory’s 125,000 static cost. That is gross payback, not guaranteed elapsed time. The player watches actual completions, connectivity, and relationship status. A second Port-or-Factory level would cost 250,000 because of the shared counter. It should be purchased only if Train throughput, rather than topology or defense, is the measured bottleneck.

In the exposed coastal case, the distance-300 voyage could pay about 52,500 per successful arrival at 1x, making the proposed Port attractive on paper. The position fails Lock: two contacts are already draining the current army, and 180,000 is far below the existing 460,000 cap. A City adds unused storage, while a Port creates another asset to protect. The first 50,000 Defense Post is placed only if its 30-tile zone covers the more expensive approach. The remaining Gold stays liquid. After the zone changes the loss pattern, the player rechecks whether the coast can support three or more completed arrivals before naval or land pressure interrupts it.

A fourth common state is deliberate uncertainty. Imagine 300,000 Gold, moderate troop headroom, one possible but unconfirmed foreign Port, and a quiet border whose neighbor is stockpiling. Buying City, Port, and Defense Post in quick succession would turn uncertainty into three commitments. LIMIT instead keeps most Gold liquid for one observation cycle. Verify the destination, watch whether the neighbor’s Troops move, and locate the actual approach. The first confirmed constraint receives one increment; the other branches remain options.

After every increment, write a short result row: cost paid, expected output, first completed output, protection cost, and new stop signal. This ledger prevents hindsight from converting a lucky outcome into a rule. A Factory can be correct even if a later unrelated attack wins the game; it can also be wrong even if a teammate rescues the route. Evaluate whether the investment removed the observed constraint under the assumptions stated. Then run LIMIT again from the new state.

Terminate the branch when the map invalidates the build order

Terminate is the step fixed scripts omit. It does not mean stop developing; it means stop funding the current branch when its assumptions no longer hold. Write the exit condition before buying. For a City, stop when added cap remains unused or the protected site becomes exposed. For a Port, stop when eligible voyages do not complete or naval protection consumes the margin. For a Factory, stop when stations disconnect, the relation that produced the expected payout changes, or route geometry becomes a liability. For Defense Posts, stop when fighting shifts outside the zone or another post would defend an obsolete frontier. For an attack, stop when the response reserve is crossed, a new border opens, or the bounded objective is complete.

Use three termination horizons. The tactical horizon is the next few seconds: did the first wave, construction, or route start behave as expected? The payback horizon asks whether the asset can return value before the position or match phase changes. The victory horizon asks whether more economy still converts into the actual win condition. A beautifully compounding trade network can be the wrong next investment when Overtime territory thresholds are closing. A larger army can be the wrong destination for Gold when nuclear exposure can erase a concentrated core. A Defense Post can be the wrong defense when the threat is arriving by sea.

Map type changes assumptions without changing formulas. On a compact land map, borders appear sooner and route protection can dominate early income. On a large continental map, travel and delayed contact can extend the payback window, but an overextended rail corridor creates many capture points. On islands, an eligible long Port route may be strong while the coast remains controlled, yet Transport Ships and Warships can rapidly turn that economic edge into an invasion lane. In Team games, allied Train stops and shared protection can improve payback, but ownership matters: the player paying for the Factory, the station owner, and the teammate defending the corridor may receive different direct benefits.

Lobby settings also change the branch. Disabled units can remove Factory or other options. Gold multipliers change settlement and base-flow timing. Instant build removes construction delay but not price, topology, or capture risk. Nukes disabled means Silo and SAM branches should leave the budget entirely. Nukes enabled means a concentrated City, Port, and Factory core can become a high-value target; nuclear protection and redundancy may outrank the next income level. Never import a build order without checking which branch its lobby made possible.

Watch for sunk-cost language. “I already built two Ports, so the third should make them work” ignores the shared cost ladder and the failed route. “I already upgraded this City, so I must defend the protrusion” can spend an army protecting a captured decision. “I already attacked with half, so I need the rest to finish” erases the response reserve. Keep useful assets, but price the next action from the current state. Historical spending is evidence about what went wrong, not a coupon for doubling down.

The termination rule should be observable. Replace “stop if it feels unsafe” with “stop if the route completes no paying arrival before the next border change,” “stop if current Troops cross the named reserve,” or “stop if the new City headroom remains unused through two growth reviews.” The exact signal can differ by match, but it must be visible. A good adaptive order is allowed to pause. Liquid Gold and uncommitted Troops preserve choices while information arrives.

When a branch terminates, pick the smallest switch that addresses the new constraint. Embargoed or hunted Port traffic may switch marginal spending to a protected Factory, not require abandoning every Port. An exposed rail corridor may switch to a compact City and Defense Post core. An army near cap after stabilization may restart the delayed City purchase. An Overtime deadline may convert reserve into bounded territory rather than another income node. Use Tall versus Wide for that conversion and Winning Overtime when the map-share clock becomes the real budget.

Keep a LIMIT ledger and respect the v0.34.3 evidence boundary

The reusable build order is a ledger, not a list of timestamps. Before each major action, fill one row with the five LIMIT fields. Lock: what loss must be prevented? Identify: which balance is actually scarce: current Troops, maximum Troops, Gold flow, safe space, route access, protection, or time? Measure: what observable output justifies this exact next cost? Invest: what is the smallest useful increment? Terminate: which visible event ends or redirects the branch? Review the row after the first output, not only after the match.

DecisionLockIdentifyMeasureInvestTerminate
Example CityKeep one stable core borderCap repeatedly near full250k headroom is used by named reserveFirst 125k levelOld cap would no longer bind, or site becomes exposed
Example PortKeep water route defensibleGold flow, not capCompleted owner receipts versus 125k plus protectionOne Port levelEligibility, survival, or payback window fails
Example attackPreserve counter forceTerritory objective, not storageOne bounded capture improves shapeSmallest probe that tests lossesReserve breach, new border, or objective complete

Use the ledger to compare decisions across matches without pretending maps are identical. Two rows can produce different purchases from the same Gold balance. That is useful evidence: it shows which constraint changed. After the match, compare expected output with observed output. Mark a claim observed when the interface or replay shows it, inferred when the sequence supports it, and unknown when the evidence cannot distinguish causes. Then change one trigger or stop condition for the next match. Do not rewrite City timing, attack size, alliance policy, Port placement, and reserve policy all at once.

This guide’s factual boundary is the formal v0.34.3 Release and immutable v0.34.3 tagged source, checked on 16 September 2026. The Release carries the v0.34.2 note that attacks were sped up by about ten percent and the v0.34.3 Ranked, payment-error, and default-palette fixes. The speed change does not alter the troop-loss formula and does not use the same branch for Terra Nullius. This guide does not infer new economic balance from the v0.34.3 service and cosmetic fixes.

Official Config.ts owns City capacity, troop growth, Human base Gold, price ladders, construction durations, Defense Post range and bonuses, Trade Ship Gold, Train Gold, and attack logic. AttackExecution.ts applies the configured attack result during live combat. PortExecution.ts owns Port spawn trials and eligibility, while TradeShipExecution.ts settles completed voyages. FactoryExecution.ts and TrainStationExecution.ts own the rail side.

Community Reddit discussions and videos establish the player problem: multiplayer pressure makes bot-game scripts collapse, players disagree about troop percentages and City/Port order, and random maps make a memorized opening difficult to transfer. They do not establish current formulas or a universal optimum. One video emphasizes a growth percentage; another recommends City-first and includes a claimed reset trick; another delays Port and Factory until several Cities. Those conflicting prescriptions are precisely why LIMIT uses official mechanics plus observed constraints. Do not reproduce a creator’s fixed ratios as tagged rules.

Continue with the page that owns the identified constraint. Use Population Growth for City math, Port versus Factory for route return, Defense Posts for coverage, Land Combat for an active front, and Replay Review to test the first invalidated assumption afterward. The final pre-action sentence stays simple: “I am protecting this loss, solving this constraint, paying this amount, expecting this output, and stopping on this signal.” When the map changes, write a new row instead of obeying an old script.

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