GUIDES
OpenFront Spawn Choice: Judge Five Things Before the Window Closes
Choose your OpenFront spawn with five checks — usable land, exits, nearest threat, Port access, and a contested path — and learn what to do when the start is bad, verified against v0.34.24.
Direct answer: judge five things before the window closes
Choose a spawn by five checks before the window closes: enough usable land (a region the engine will accept), two independent exits, the nearest real threat, whether you can build a Port without being reached, and whether the first land route is already contested. If all five read well, commit; if two or more read badly, move the marker while the countdown still allows it.
That is the whole answer, and it is short on purpose, because the spawn phase is short and the decision has to be made in the seconds the countdown is running. The five checks are the direct answer to the most repeated beginner question in the community, which is not “which country is safe” but “how do I know this start is good?” The answer is that a start is good when it passes all five checks, and bad when it fails two or more of them, and the value of the framework is that it turns a feeling (“this looks safe”) into five yes-or-no questions you can answer in order before the window closes. A spawn is a starting position, not a plan. Its value is the opening burden it creates, not a country name and not an old heatmap of safe places, because the players, the Nations, and the port positions change every match, and only the shape of your start is stable from one game to the next.
Each of the five checks maps to a failure mode you are trying to avoid. Usable land means the region the engine actually gives you is broad enough to grow into, so your first border is short instead of long. Exits means you have at least two independent directions of neutral land to reach, so one opponent cannot close your only lane and turn your start into a slow trap. Nearest threat means you can name who reaches you first and what it costs them to get there, and the distance is measured to your exit, not your marker. Port access means a defensible port is within reach of your first captures, because the ports anchor the trade routes that fund the midgame. Contested path means your first lane out is not the same lane your neighbor is already taking, because a shared lane opens the border early and cheap.
This guide owns the decision before the window closes and in the first seconds after it opens. It does not re-teach the midgame, and it does not re-teach the defense against an adjacent full-send, which is what the spawn-kill defense guide owns, and it does not re-teach how to read the land and water before you enter a phase, which the map strategy guide owns. The framework below runs in the ten to fifteen seconds a random spawn phase lasts, and every number in the boundary section is the v0.34.24 value, so if a later release moves a timer or a rule, the boundary section is the part to re-read and the five checks are the part that still apply.
The five checks that decide a spawn
Run the same five questions on every candidate, in this order, because each one filters the ones that would otherwise look attractive. The first question is usable land. The engine does not accept a single point as a spawn; it accepts a tile only if a small footprint around it is entirely walkable, unowned land. That means a start that is technically valid but hemmed in by water, a border, or an already-claimed coast is worse than it looks, because your first few captures have no room. Treat the footprint as the real size of your start, not the marker. A broad footprint gives you three or four tiles of growth in every direction before you meet any opponent, and that cushion is what lets your first border be short instead of long.
The second question is exits. Count the independent directions from your start that lead to neutral land without crossing an opponent’s likely path. One exit is a corridor that a single opponent can close, and it is the single most common reason a start that looked safe turns into a slow trap. Two exits is a position that survives one opponent getting there first, because even if they hold your primary lane, your secondary lane stays open. This is the most repeated advice in the community and the reason players tell you not to box yourself into a corner. A broad, open start with two or three lanes is worth more than a tight pocket with one, because the second lane is the difference between a defended border and a surrendered one.
The third question is nearest threat. Identify who can reach you first and what it costs them. A nearby human means a short border you will have to hold the instant the window closes, and the distance is measured to your nearest exit, not to your marker, because the threat travels along the lane it wants. A nearby hard AI Nation is worse, because a Nation is not protected by the same immunity rule and can commit against you the whole time the window is open, which means the Nation is a live threat for the entire spawn phase and the entire immunity period, not just after. The fourth question is Port access. Many openings depend on shipping, and a start that cannot reach a defensible port is quietly cutting out a whole lane of the map. The community’s most practical answer to “what is a good spawn” is an expansion avenue plus a defensible port, not a country name, and the port matters even when you are not a naval player, because the ports anchor the trade routes that fund the midgame.
The fifth question is a contested path. Ask whether the first land route out of your start is one your neighbor also wants. If both of you are growing toward the same pocket, the border opens early and cheap, and the opening is decided by whoever spends troops first. A start whose first lane is already contested is not automatically bad, but it changes what you must hold, and it is the kind of start where keeping a large reserve matters most, because the reserve is the asset that lets you absorb the first push and keep your border instead of giving it up. Run the five in this order every time: land, exits, threat, port, contested path, and stop as soon as two of them fail, because you have already found the reason to move and the remaining checks only confirm it.
The four failure shapes to reject
Most “bad” spawns fail in one of four recognizable shapes, and naming the shape tells you whether to move or to adapt. The first is the trapped corner. It looks safe because the water or map border is on your back, but it has one useful exit and nowhere to grow if that exit is closed. The engine will place you there in random mode, and a hard corner in manual mode is a common beginner choice. The tell is two sides that are wall or water and a single forward lane someone else can block. Players reach for corners because the open water is a natural shield, and the shield is real, but the price of the shield is that you have only one door and the door is exactly where your neighbor is standing. A corner is only a good start when the single exit points at empty land and the nearest human is far enough that you can establish the port before they can close it; most of the time the nearest human is not that far.
The second is the Port-dependent start. It has open land but the only way to open the map’s deeper regions is a ship, and the port you need is inside an opponent’s reach. You can grow, but you cannot reach where the game wants to go, so the position quietly starves of options and every expansion eventually runs into the same wall. The tell is that every attractive expansion on your side of the map requires a transport or a port you cannot defend. This shape is dangerous because it does not look bad on a thumbnail; the land is fine, the exits look fine, and only the fourth check catches it, which is why the Port check exists. When a start is Port-dependent, you have two options: commit to a land-only opening that never needs the port, or move to a start where the port is within reach of your first captures. The land-only opening is the weaker long-term choice, because the trade routes and the deeper map both live near the ports, so the right answer is usually to move.
The third is the contested exit. The land is generous but the first route out is the same route your nearest neighbor is taking. Nothing is wrong with the land; the problem is timing, and the fix is to keep a reserve and choose a second, more expensive lane instead of meeting the neighbor head-on on the first. The tell is that both your best lane and the neighbor’s best lane point at the same pocket. A contested exit is not a reason to move by itself, because the reserve and the second lane absorb it, but it is a reason to change your plan: you take the more expensive lane, you hold the reserve, and you do not spend troops to grab the shared pocket on day one. The fourth is the over-extended start. It looks big on a thumbnail, but the footprint the engine actually requires means your usable region is smaller than the marker suggests, or the region is so wide that the border you must defend on day one is too long to hold with your opening reserve. The tell is that the start is big but your first border is long and your reserve is thin, which is the exact opposite of the short-border-large-reserve shape that wins openings. Rejecting by shape is faster than scoring by points, because you rarely have fifteen seconds to count, but you do have fifteen seconds to see one exit, a hard Nation on your only lane, or an exposed port, and when a shape matches you treat the start as the burden it will actually create.
The v0.34.24 boundary: windows, immunity, and distance
The mechanics that make the five checks matter are the ones a release can change, so here is the exact v0.34.24 boundary. In manual multiplayer the spawn phase lasts 200 ticks; at the game’s normal 100 milliseconds per tick that is about 20 seconds of choosing. In random spawn the phase lasts 150 ticks, about 15 seconds, and the engine ignores your manual favorite, placing you under its own rules instead. In singleplayer the phase is 100 ticks. These are the numbers the countdown is running on, and they define how much time the five checks actually get, which is why manual mode is the mode where the framework has the most room to work and random mode is the mode where you must run the checks immediately after placement rather than before it. The gap between 200 and 150 ticks is the difference between a considered choice and a reaction, and it is the single biggest structural difference between the two modes for the purpose of this guide.
The second boundary is immunity. After the phase, a player holds about 50 ticks, roughly five seconds, of protection against a human full-force attack. During that window a human cannot send a full player attack at you, because the engine rejects human attacks on an immune target. But the same window does not stop you from expanding into neutral land or capturing bots, because that path does not check player immunity. So the window is a growth window, not a freeze: you should be taking neutral land the whole time it is open, which is why the first move after the window is usually already decided. A player who spends the immunity window idle is giving away five seconds of growth to every neighbor, and a player who is still choosing a lane when the window closes is about to find that the neighbor has already committed to the shared pocket. The immunity window is the reason the repositioning pivot in random mode is real, because the first captures happen while you are still protected and the growth path is open.
The third boundary is the hard AI Nation exception. A hard Nation is not subject to the human immunity rule and can commit its force the moment it is ready. If a Nation sits on your border, it is a full threat for the entire window and the entire immunity period, which changes which starts are acceptable: a start that is only safe against humans is not safe against a Nation that can press it the whole time. This is the most underrated part of the boundary, because players evaluate a start against the visible humans and forget that the Nations are always present and always able to commit. When a Nation is on your first lane, the nearest-threat check changes from a distance question into a commitment question, and the start is often not worth keeping even when the land and the exits are fine. The fourth boundary is placement distance. Random placement enforces at least 30 Manhattan tiles between already-placed players, and that separation check can relax after repeated attempts on a crowded board. Random mode does not offer a re-roll, so you cannot retry the roll; you must run the five checks on the position you are given, and a thumbnail that shows apparently open coast is not a reservation, because other players may be placed near it and the separation rule may have already relaxed on a crowded lobby.
The fifth boundary is the spawn footprint. A candidate is valid only if the region around it is entirely walkable, unowned land within a small radius, and that is why a start next to water or a border can be valid on the marker but weak in practice. The footprint is the reason the first check in this guide is the region rather than the point, and it is the reason a start that looks open on a thumbnail can be a thin pocket in the game. Keep these five boundaries in mind: they are the parts of the guide that move when a release changes a timer, a rule, or a number, and the framework above them is the part that does not. When you read the next release and a timer moves, update the boundary section and the five checks still apply, because they describe the shape of the decision rather than the exact values that make it harder or easier.
Scenario A: a safe-looking corner in public FFA
Set the situation. It is a public free-for-all on a standard map, manual spawn, about eight visible players, and the hard AI Nations are active. You are looking at a corner on the coast: two sides are open water, the land is a broad peninsula, and the marker sits on what looks like the safest start on the board because no human is near it. The thumbnail reads safe, and it is the start a lot of players would take, but now run the five checks and let them change the verdict. This is the scenario where the framework does the work, because the start looks like the obvious choice and the checks are what tell you it is not.
Usable land: the footprint is broad and all walkable land, so the first check passes comfortably, and the broadness is what makes the corner attractive in the first place. Exits: here the corner fails. The peninsula has one useful forward lane onto the main map, and a thin neck where the water meets the land is the only real way off the peninsula. That is the classic trapped-corner shape, and the engine is happy to place you there because it is valid land, and the validity of the land is exactly why the engine does not protect you from the single exit. Nearest threat: no human is close, which is the part that made the corner attractive, but there is a hard AI Nation on the neck, and a Nation can press that single lane the entire window and the entire immunity period, which means the Nation is a live threat for the whole phase even though no human is near. Port access: your nearest defensible port is just past the neck, inside the Nation’s reach, so the Port-dependent shape is also present, and the port that would open the map’s deeper regions is exactly the one you cannot reach. Contested path: no human contests the neck, but the Nation does, and a Nation does not negotiate, so the contested-path check fails even though no human is on the lane.
The verdict is to move. The corner fails three of the five checks, exits, threat, and Port access, even though it passes land and looks the safest start on the board. Because this is manual spawn with a 200-tick window, you have about twenty seconds to relocate, and the move is cheap because you have spent nothing and the window is still open. Move the marker to the broad part of the peninsula’s base where there are two forward lanes and the port is one capture short of being in your control, or move to the opposite coast entirely, where the checks read better. The lesson is that a corner that looks safe is usually safe only because it has few options, and few options is exactly what you want to avoid before the window closes. The corner is the most common bad start, and the framework catches it in the second and third checks, which is exactly where the corner hides its trap.
Scenario B: a wide inland start with a Hard Nation nearby
Change the map. Same public FFA, but this time the start you are given is a wide inland plateau, not a corner. The land is generous, there is water on two sides far away, and a human is on your right but a fair distance out. On a thumbnail this looks like the good spawn, broad, open, with room, and it is the start a lot of players would keep, but the checks tell a different story once you run them in order. This is the scenario where the start passes the checks but still changes what you must do, which is the contrast with Scenario A and the reason the framework produces an action rather than a preference.
Usable land: this is the strongest of the five checks, the plateau is broad and walkable and unowned, and the footprint is generous enough that your first border can be short instead of long. Exits: there are two, a lane to the east and a lane to the south, so the two-exit test passes, and the two lanes point at different pockets so neither is a shared target. Nearest threat: the human on the right is far enough that it is not the binding threat, but a hard AI Nation is on the southern lane, close enough to reach your south exit before you can reach it, and that Nation is a live commitment for the entire phase and the entire immunity period. Port access: the nearest port is to the west, and getting there means crossing the plateau to a coast that the Nation can shadow, so the Port check is the one that is quietly failing, not because the port is unreachable but because the route to it passes the Nation’s shadow and the port itself is a long way from your first captures.
This is the over-extended-plus-contested shape. The land is real, but the first border you must defend is long, and the southern lane is contested by a Nation that is not subject to immunity, so the southern lane is effectively closed and only the eastern lane is open. The verdict here is different from Scenario A: the start is good enough to keep, because two exits and broad land are worth keeping, but it changes what you must do with it. You do not move, because moving would trade a start that passes four checks for one that might pass fewer; instead you change the plan. You take the east lane first, the lane the Nation cannot cheaply shadow, and you build toward the west Port only after the eastern border is stable and the Nation has either committed or been pushed back. You also keep a larger reserve than usual, because the southern border is long and the Nation will test it, and the reserve is the asset that lets you hold the long border without surrendering the eastern lane. The contrast is the point: Scenario A fails the checks and moves, Scenario B passes the checks and adapts. The same five questions produce two different actions, which is what makes them a framework rather than a preference, and the reason a start that looks good still needs the checks before you commit to it.
When your spawn is bad: the repositioning move
Sometimes the five checks fail and the honest answer is that the start is bad, and you have two tools, and which one you have depends on the mode. In manual spawn the tool is the marker itself: while the countdown runs you can move the spawn to a different valid position, and the cost of moving is zero because nothing has been built yet and the window is still open. Use the tool by re-running the five checks on the new candidate rather than on the old one, because the mistake is to move a corner to a slightly-less-bad corner, and a slightly-less-bad corner is still a corner. A good move is one that changes a failed check into a passed one, usually by trading a trapped pocket for two exits or by moving off a Nation’s lane, and the way to find it is to look for the candidate that passes the most checks, not the candidate that looks most comfortable. If no candidate passes all five, that is information about the whole map and the lobby, and the right move is often the most expensive, least-contested lane on the board even if it is not the most attractive, because a lane you can hold with a reserve is worth more than a lane that looks good but is already contested.
In random spawn you do not have the marker, and there is no re-roll, so the tool is the first expansion pivot. You are placed somewhere, and the position is what it is, but the first few captures are still yours to choose, and because the window is a growth window those captures happen while you are still protected and the growth path is open. If the placement fails the checks, you do not try to play the start as a start; you treat your first captures as the move. Pick the lane that passes the most checks, even if it is the less obvious one, and use the growth window to take neutral land on that lane before the window closes. The pivot is real because the growth path does not check player immunity, so you can be placed in a weak pocket and still open a strong lane if you take the right tiles first, and the discipline is to name the pivot before the window closes, not to discover it after the first border opens, because by then the neighbor has already committed to a lane and your strong lane may already be contested.
In both modes the repositioning move has the same shape: identify the failed check, choose the action that changes that specific check, and execute it while the window still allows, and the failure this section is about is the opposite of moving, which is accepting a failing start because it looked fine on a thumbnail and then spending the whole opening defending a border the start was never meant to hold. The repositioning move is the reason the framework is a decision tool rather than a rating tool, because a rating tool tells you a start is bad and leaves you there, and a decision tool tells you a start is bad and gives you the action to change it, which is the marker in manual mode and the first capture in random mode.
Mode, map, and what comes next
The five checks are mode-agnostic, but each mode changes which check matters most and which tool you have. In Team the extra rule is that you must not box your teammates either; a spawn that passes your five checks can still be a bad one for the team if it piles you into the same pocket as a teammate or cuts off their expansion lane. In a team manual spawn, coordinate the marker so the team occupies the same side with separate forward lanes, and run your personal five checks on your own lane without stealing a teammate’s, because the team version of this decision is owned by the team spawn formation guide and this guide only covers the personal checks. In 2v2 the nearest-threat check doubles, because both you and your partner are targets and the partner’s start is part of the threat picture, and the Port check matters more because coordinated pressure punishes a start that cannot reach a port, so the two of you should check the port between your two starts rather than each checking only your own. In random you have no marker and no re-roll, so the first-expansion pivot is the whole repositioning tool and the checks must be run immediately after placement, not before it, because the placement is final the moment the phase ends and there is no second chance to move.
On map the checks weight differently. On the large World map, exits and the second route are everything, because a continent is a starting position and a single exit is a trap, and the World-specific guide goes deeper on the two-exit rule, so use it alongside this one when the lobby is World. On small and compact maps, the over-extended shape is less common and the contested-path check dominates, because most starts are close enough that the first lane is almost always contested and the reserve is the difference between holding it and losing it, so on a compact map the reserve and the second lane are the two things to protect above all. On island-heavy maps, the Port check becomes the binding one, because a start whose only exit is a water gap is the Port-dependent shape in its purest form, and the port is not optional on an island map, it is the difference between a start that can open the map and one that is sealed inside its own island.
The checks end where the opening begins, and once the window closes and the first border opens you are no longer choosing a spawn, you are playing one, so the adjacent guides take it from there. Use the map strategy guide to read the land and water before you even enter a spawn phase, the team spawn formation guide for the team version of this decision, the World FFA spawns guide for the large-map two-exit rule, the first match guide for the general opening after the spawn, and the spawn-kill defense guide for what to do the instant an adjacent full-send comes in. The table below condenses the whole framework into the five checks and the signal that says a start is failing each one, and it is the quick reference for the ten or fifteen seconds a spawn phase actually lasts, so read it once and you can run the whole framework from memory against any start the game gives you.
| Check | Passing signal | Failing signal |
|---|---|---|
| Usable land | Footprint is broad, walkable, unowned land | Thin pocket, water or border on two sides |
| Exits | Two or more independent neutral lanes | One lane a single opponent can close |
| Nearest threat | Nearest human far; no hard Nation on a lane | Hard Nation or human on your first lane |
| Port access | Defensible Port within reach | Every good Port is inside an opponent’s reach |
| Contested path | First lane not shared with a neighbor | Your best lane is the neighbor’s best lane |
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