GUIDES
Pulicat Lake: The Lagoon, the Strait, and Who Owns the Pirate Island
A v0.35 decision guide for Pulicat Lake, the enclosed lagoon with a single sea entrance and a pirate island in the door. What the 12-nation, water-heavy board actually looks like, why one Warship can gate the whole strait, how to turn the pirate island into a dock and a tax on trade, and which coast to commit to before the countdown ends.
Direct answer. Pulicat Lake is a water-heavy lagoon with one sea entrance, so the game is decided at the strait: the pirate island in the door is the natural Warship dock and piracy hub, and whoever holds it can tax every trade ship and block every boat crossing. Commit to the entrance early, build your Port on the island, and screen the strait with one 250,000-gold Warship; if you spawn inland, treat the single door as the enemy’s problem to exploit, not yours to defend. Read the water before you commit to a coast, because a lagoon with 59.7% water and one gate is a completely different game from a land board.
Pulicat Lake is the v0.35 map where a single position can decide the whole match. It is an enclosed lagoon — a real body of water with a single sea entrance to the north — and the official release notes describe it in one line: “a lagoon with a single sea entrance, and a pirate island in the door.” That one island, sitting in the only way in or out, is the map. It is a natural Warship dock, a passive-heal zone, and a piracy platform all at once, and the player who controls it controls the strait. The rest of the 12-nation board is the lagoon’s rim: Indian nations spread along the waterline, most of them cut off from the rest of the map by the same single gate. This guide gives you a repeatable framework for the four decisions the map forces: which coast to commit to before the countdown, whether to fight for or avoid the pirate island, how to run a one-Warship screen at the strait, and how to breach that screen when it is not yours. Every number below is the released v0.35.0 behavior, so you can hold a Warship’s 1,000 health, a 250,000-gold first hull, and a 20-tick shell cooldown against the terrain and make the call deliberately.
Version boundary: what v0.35’s Pulicat Lake actually is
The first thing to pin down is that Pulicat Lake is a v0.35 map and it carries the two v0.35 behaviors that reshape every board it appears on. It shipped in the v0.35.0 formal release on October 16, 2026, and the official release notes name it directly, crediting the map to its contributor and then listing a follow-up “Better terrain for Pulicat Lake,” which means the water and shoreline geometry were tuned after the first pass — so the enclosed-lagoon shape you see in the client is the intended shape, not a bug. Because it is a v0.35 map, it runs under the v0.35 lobby rework: the old 125-player cap was removed and lobby size became map-driven, so a 12-nation lagoon fills its nation slots well before a large cap is reached and keeps a tighter, more deliberate pace than the 43-nation arcade boards. The map also runs under the v0.35 per-player spawn recovery: when the most-lagged player has fewer open trade ships than the best-placed player, their next trade-ship timer is shortened for a fixed window, which on a water-heavy board matters because an unlucky coast spawn recovers its economy faster than it would have on older versions.
Two facts from the manifest define the boundary. The board is a 1,176 by 1,796 grid — a large,
vertically elongated lagoon — and of its roughly 2.11 million tiles, 851,671 are land, about
40.3%, which means the other 59.7% is water. That is a genuinely water-heavy board, and it is
the reason naval mechanics are the map’s decision axis rather than a side consideration. The
second boundary is the mode: the manifest lists multiplayer_frequency of 3 and a
special_team_count of 2, but no team_frequency at all. Pulicat Lake is therefore an
FFA-only public map. It will not be routed to squads the way the team-weighted African maps
are, and the two special-team nations are a structural quirk of the layout rather than a team
routing tag. If you want to test Pulicat Lake with a set plan, you build a custom or private
lobby and name the map directly; the public rotation will surface it less often than the
arcade maps because of its frequency of 3. Treat the exact per-map lobby numbers as
v0.35-observed and verify the live client values before you build a squad plan around them,
because both the lobby sizing and the spawn recovery were introduced and measured in the
v0.35 cycle. The boundary also tells you what is not on this map: there is no team routing
to plan around, so any squad-only playtest is a custom-lobby exercise, and the special-team
nations are a layout feature you read on the board, not a routing flag the lobby assigns.
The geography: an enclosed lagoon with one door
Read the water before you commit to a coast, and on Pulicat Lake the water has one property that overrides everything else: there is only one way in and one way out. The lagoon is enclosed, so the 12 named nations sit on the rim of an internal body of water, and the single northern sea entrance is the only connection to open sea. That single gate is a chokepoint in the strictest sense — a pre-positioned Warship at the strait can deny every crossing, and any trade ship, transport boat, or invading force that wants to reach the lagoon’s interior must pass through the same narrow water. The enclosed shape also means the interior water is one connected component you can hold, patrol, and tax, rather than a wide open ocean where a defender’s screen can be flanked around.
The 12 nations are spread along that rim, and their positions tell you the match. Chittamur and Dugarajapatnam sit in the north near the entrance, so they are the first to touch the pirate island and the strait; Sriharikota and Venadu hold the central waterline; Sullurpeta and Irakkam are on the western shore; and Sunnambukulam, Elavur, Annamalaicheri, Pulicat, and Gummidipoondi line the south. The map literally names one nation “Pulicat,” which is the lagoon itself, and its southern position makes the southern coast the far end of the lagoon from the single northern door. The practical read is that a nation near the entrance can reach the pirate island and the strait before anyone else, while a southern nation is the most cut off and must cross the longest interior water to reach the gate. Count two distances and keep them separate: the distance from your spawn to the pirate island (which decides how fast you can claim the dock) and the distance from the pirate island to your coast (which decides how long a hostile Warship has inside its 130-tile detection range before it reaches you). These two do not collapse into one number, and the player who misreads them commits to the wrong coast. The practical consequence of the enclosed shape is that travel time is the map’s real currency: a crossing from the southern rim to the strait is a long, exposed waterline with nowhere to hide, while a northern nation reaches the same strait in a handful of boat moves. That asymmetry is why the entrance side wins the early claim almost by default — the southern nations do not lose the pirate island because their boats are slower, but because the geometry puts them at the far end of a single connected water body that everyone must cross to reach the gate.
The warship screen: one hull gates the whole strait
The single entrance means a single Warship is enough to deny the lagoon, and the numbers make that concrete. A Warship costs 250,000 gold for the first hull (the ladder climbs 500,000, 750,000, and caps at 1,000,000 for the fourth and later hulls, computed as min(1,000,000, (n+1)×250,000) where n is the number you already own), and that first hull carries 1,000 health, a rolled 200 to 300 shell that gains 20% per veterancy level, a 130-tile detection radius, and a 20-tick shell cooldown. Park that hull in the strait and it watches the entire gate: any boat or trade ship that enters its 130-tile detection and sits inside its 100-tile patrol range is a target, and it fires every 20 ticks. On a map with one door, that is not a lane screen, it is the whole map screen. The community’s own “warship screen” complaint — that a small boat spam is nearly impossible to answer — is exactly the situation Pulicat creates on its own: the defender does not have to cover three coasts, they have to cover one strait, and one 1,000-health hull with a 20-tick cooldown covers it comfortably.
The screen is also sustainable, which is what makes it a real decision and not a bluff. A Warship within 150 tiles of its owner’s Port recovers 10 HP per second passively, and if it is docked at that Port it receives a stronger heal of 10 + 50×(port level / docked warships) HP per second. So a single Warship docked at a level-1 Port on the pirate island heals 60 HP per second while docked and 10 HP per second while patrolling the strait within 150 tiles. It can absorb a boat spam, fire off its shells, and come back to full health at the dock, then patrol again. The 75% auto-retreat rule completes the picture: the moment the hull drops below 75% of its maximum health it starts retreating to a Port, and a retreating Warship commits to the repair. So the strait screen is a loop — patrol, fire, retreat to the dock, heal, patrol — and the only ways to break it are to kill the hull faster than the dock heals it, to remove the Port it docks at, or to reach a water component the strait Warship cannot cover.
| Warship stat | Released v0.35.0 value | What it means on Pulicat |
|---|---|---|
| First-hull cost | 250,000 gold | The entry price of the whole lagoon screen |
| Health | 1,000 | One hull comfortably covers a single strait |
| Detection | 130 tiles | Watches the entire single entrance |
| Shell | 200–300, +20% per veterancy | A rolling shell that climbs as it survives |
| Shell cooldown | 20 ticks | Steady, answerable fire — not burst |
| Patrol radius | 100 tiles | Where it actively watches and can capture |
| Passive Port heal | 10 HP/s within 150 tiles of a Port | Free sustain while patrolling the gate |
| Docked heal | 10 + 50×(port level / docked warships) HP/s | 60 HP/s at a level-1 Port, one hull |
| Auto-retreat | Below 75% max health | The hull commits to repair, not a fight |
The first-hull cost follows the ladder min(1,000,000, (n+1)×250,000), so the second hull costs 500,000, the third 750,000, and the fourth and later hulls cap at 1,000,000. On a map where one hull already screens the whole entrance, a second hull is a redundancy and a counter to the enemy’s own hull, not an obvious spend — so the table above is the set of numbers you hold in your head when you decide whether the strait is yours to keep or theirs to break.
The pirate island: dock, heal, and the tax on trade
The pirate island is where the dock, the heal, and the income come together, and it is the single most valuable position on the map. A Port built there gives your Warship a repair anchor right at the gate, so the strait screen from the previous section is sustainable for the whole match. The Port also lets you run piracy: a Warship automatically pursues and captures eligible enemy trade ships that enter its patrol range, and a captured ship is redirected to one of your Ports and pays you gold when it arrives. The payout uses the same distance-based formula as ordinary trade, and the key detail is that the distance the ship already traveled counts toward the payout — so a trade ship that has crossed most of the lagoon before you capture it is worth far more than one you intercept near spawn. That is the tax on the strait: every enemy trade ship that passes the single gate is exposed to your Warship for the whole crossing, and you keep the single payout when it docks.
But the island is not free money, and the shoreline protection rule is the limit. Trade ships receive 20 ticks (two seconds) of piracy protection when they spawn or move onto a shoreline water tile, and that protection refreshes every time the ship moves onto another shoreline tile. On a narrow channel that hugs the shore, the ship refreshes its protection constantly, so piracy along the tight inlets of the lagoon is effectively impossible — you can only take a ship in the open water where it is not constantly re-entering a shoreline tile. A Warship also cannot pirate trade ships that belong to allies or teammates, trade ships heading to your own or a friendly Port, and it must have an active, completed Port reachable through the same connected body of water to capture at all. So the island’s piracy income depends on three things being true at once: you hold a working Port there, the target ship is in open water (not hugging a shoreline), and the ship is not bound for a Port you control or share. When all three hold, the pirate island turns the single entrance from a gate you defend into a toll booth you run. The positioning consequence is that your Warship should spend most of its time in the open water a short hop from the strait rather than hugging the shoreline, because the open-water position is where captures actually happen and where the 130-tile detection range still covers the crossing, while a shoreline-hugging hull both misses the open-water traffic and lets enemy boats slip past under constant shoreline protection.
Scenario one: holding the entrance and taxing the strait
Assume a mid-game FFA on Pulicat Lake. You spawned on Chittamur, in the north, close to the pirate island, and you have reached the first Port at 125,000 gold by the late opening. The enemy you care about holds Sriharikota in the central waterline and is pushing a trade economy across the lagoon. There are no Water Nukes, no Doomsday, both players can build, and the enemy has not yet built a Warship. Your goal is to claim the pirate island, put a Port on it, and run one-Warship screen at the strait for the rest of the match.
Commit the first minutes to the island. Build the Port on the pirate island, not on your own coast, because the Port on the island is what makes the strait screen sustainable: it is the repair anchor, the piracy dock, and the 150-tile passive-heal zone all in one position. Buy your first Warship for 250,000 gold and set its patrol point in the strait. With 1,000 health, a 130-tile detection radius, and a 20-tick cooldown, that hull watches the entire single entrance, and docked at the level-1 Port it heals 60 HP per second, so it can absorb a boat probe and come back to full. Now the economy: the enemy’s trade ships must cross the lagoon through the same gate you hold, and any of them that pass the strait inside your Warship’s range and are not hugging a shoreline tile are capturable. You redirect each capture to the island Port and keep the single payout, and because the distance already traveled counts, the ships you intercept near the far end of the crossing — the ones that have already crossed most of the lagoon — are the most valuable. The decision is deliberate and measurable: you are trading a 250,000-gold hull and a Port on the island for a persistent screen plus a recurring piracy income on every crossing, and the screen alone is worth it because one hull at one gate denies the whole lagoon.
Watch the enemy’s answer and hold the stop line. If the enemy builds their own Warship and puts it on the strait, the screen becomes a duel between two 1,000-health hulls, and the one with the better dock (the island Port) and the higher veterancy wins, so keep your hull docked and healed and force theirs to fight in open water. If the enemy ignores the strait and pushes from the central waterline, your screen is still doing its job because it taxes their trade and blocks their boats, and you should extend from the island as a held objective rather than chasing them across the water. The win condition is not “sink five boats”; it is “own the pirate island and the strait so the enemy’s economy and their crossings both pay you.” If the next check says the island Port is captured or the strait is empty of your hull, the state has moved from holding to bleeding, and you rebuild the Port before you rebuild the hull.
Scenario two: breaching a screened strait without your own hull
Assume a late-game FFA on Pulicat Lake. You hold Sullurpeta on the western shore, and the enemy holds the pirate island with a Warship screen on the strait. You have a 900,000 pool and the enemy has 600,000, so on land numbers you are larger, but the gate is theirs. There are no Water Nukes, both players can build, and you do not yet have your own Warship. Your problem is clean: the single entrance is covered, and every boat you send to the enemy’s coast must cross the 130-tile detection radius of a 1,000-health hull firing every 20 ticks.
The first mistake is to send the three-boat metronome into a live screen. A default boat carries 20% of your pool, so at 900,000 that is a 180,000 load per boat, and with the three-boat cap you can have at most three in the water. If the strait Warship is watching, it kills or strands your lead boats, and a failed boat returns only 75% of its load, so a boat that retreats costs you 5% of the pool. Throw three 180,000 boats into a live screen and you are donating fifteen percent of a 900,000 pool to force a gate that one hull holds comfortably. The read here is feeding: your pool size is not power, because the decision is made at the strait, not at the pool.
The counterplay is to open a second water lane, not to out-throw the screen on the first one. Pulicat is 59.7% water, so the lagoon is not just the single strait; it is an internal body of water with multiple shores, and a boat only needs to reach a shore that shares your water component. Build a second Port on an interior western or southern component and send boats to a shore the strait Warship cannot cover, because the screen only watches the gate, not every inlet. If you must cross the strait itself, do it in the window: send a single probe boat (a 5% cost) to make the Warship reveal its patrol and commit its cooldown, and send the full three-boat wave only during the moment the Warship is retreating for repairs, when it has dropped below 75% health and committed to the Port. A retreating Warship does not pursue as it heals, so that is the brief opening. Set a written stop line before the first send: “I stop the strait lane when the Warship is confirmed on the gate for three consecutive probes, and I switch to the interior component.” If the check says the gate is still held, spend the gold on the second Port and the interior lane instead of the fourth boat into the strait.
Failure modes and counterplay
The first failure is treating the pirate island as a neutral spawn and not securing the dock. The island is the repair anchor, the piracy Port, and the 150-tile heal zone in one position, and a player who builds their first Port on their own coast instead of the island gives the enemy the sustainable screen and the toll booth. The fix is to front-load the Port on the island in the opening, because once the enemy has a working Port there, your strait lane is the most expensive option on the map and you are paying their toll. The second failure is assuming the single entrance means the lagoon is safe. It is the opposite: one gate is one point of failure, and the enemy’s one Warship at the gate can block every crossing you attempt and tax every trade you send. The fix is to own the gate, not to hide behind it, and to keep a second water component open so you are not dependent on the single strait.
The third failure is stacking every boat on the one strait tile. The defender does not have to
cover three coasts, so they concentrate the Warship and the garrison on the gate, and your
whole spam loses. The fix is the same as the breach scenario: rotate between the strait and an
interior component so the screen has to choose a lane and your other boat arrives where it is
absent. The fourth failure is trying to pirate a narrow channel. The 20-tick shoreline
protection refreshes on every shoreline tile, so a trade ship hugging the lagoon’s tight inlets
is effectively immune, and a Warship chasing it through the inlets burns its 20-tick cooldown
for nothing. The fix is to pirate only in open water, where the target is not constantly
re-entering a shoreline tile. The fifth failure is forgetting the map is FFA-only. There is no
team_frequency, so you will not be routed to a squad the way the team-weighted maps are, and
the two special-team nations are a structural quirk of the layout, not a team routing tag. The
fix is to plan for a solo or custom-lobby match and to treat the two special-team positions as
high-value structural targets, not as a signal that a team will be present.
Opponents have reliable counterplay, and you should expect it. They will build a Warship on the strait, capture your Port on the island, or use the enclosed water to funnel your boats into the one gate you must cross. Answer with role separation: a single probe boat to test the gate, a full wave only when the gate is confirmed empty or the Warship is retreating, and a Port on the island that heals the hull and runs the toll. Never let one expensive Warship be your only answer to a 5%-cost probe; that is the overspend you want the enemy to make, and the map’s single gate is exactly where it will be forced.
Mode and map adjustments
The mode you queue into changes the thresholds on Pulicat Lake, and the biggest one is the
absence of team routing. Because the manifest has no team_frequency, Pulicat Lake is an
FFA-only public map, so the single entrance plays as a race to the gate rather than a
team-vs-team strait fight. In a solo FFA the first player to put a Port on the pirate island
and a Warship on the strait sets the tone for the whole lagoon, and the remaining 11 nations
either pay the toll or work around it through interior components. If you want to test the map
with a set plan, build a custom or private lobby and name it directly, because the public
rotation with its frequency of 3 will not hand it to you on demand.
Water Nukes change the water graph and therefore the gate. If they are on, the single entrance can be cratered or re-routed, so re-scan the water component after every strike before you commit the next boat or piracy run, because a nuke can turn the one door into two doors or close a channel you were using. If Warships are disabled in the lobby, the strait screen is gone entirely, the single gate is open, and boats become cheap enough to spam across the whole lagoon — in that mode the map inverts and the player with the bigger pool wins the water lane. If Ports are disabled, the dock, the passive heal, and the piracy income all disappear at once, and the map collapses to a land fight along the rim, because without a Port there is no Warship and no trade ship. The map size matters too: Pulicat is a large 1,176 by 1,796 board, so lanes across the lagoon are long and the strait Warship has a big 130-tile window, which is why boats work best as probes here rather than as a constant metronome. The v0.35 spawn recovery is the last adjustment: the most-lagged player gets a shortened trade-ship timer when they trail on open trade ships, so on this water-heavy board an unlucky interior spawn recovers its economy faster than it would have on older versions, and you should not over-punish a lagging coast spawn that the recovery is already narrowing.
The two special-team nations are the final adjustment, and they are the ones to watch. Their positions carry a structural advantage in the layout, so treat them as high-value objectives: if you hold one, defend the dock it gives you; if the enemy holds one, target the Port behind it. Because the map is FFA-only, that advantage is a terrain feature, not a team routing tag, so it applies in public and solo play the same way. Put these adjustments together and the same lagoon deserves three different plans without contradiction: a one-Warship toll on a normal FFA gate, an open-water boat spam when Warships are off, and a land-rim fight when Ports are off. The decision is always the same question, asked of the current mode: who holds the pirate island right now, and what does that cost the rest of the lagoon.
Next reading and an auditable close
After each decision, write one sentence another player could verify: “I claim the island because I spawned on Chittamur and my Port reaches it before anyone else’s,” or “I stop the strait lane because the Warship is confirmed on the gate for three probes and I am switching to the interior component.” Then check the result on the next important tick: who owns the island Port, where the strait Warship is, how many trade ships you captured, and whether your boat actually crossed or was stranded. If the check says the gate is held by the enemy and your strait lane is not converting, the state has moved from holding to feeding and you switch to the interior component or a land push. Use the coastal boat defense guide to read the mirror image of the strait screen from the defender’s side: the Warship screen, the garrison, and the component check. Use the trade and piracy guide for the trade-route and piracy rules this guide leans on, and the warship fleet decisions guide for how to size and manage more than one hull once the strait duel escalates. For the rotation context, the v0.35 new maps overview lists Pulicat Lake among the twelve new maps and its frequency of 3, and the map strategy guide covers general layout reading. The trade and piracy guide also covers the trade-route and shoreline-protection rules that make the strait toll work, so read it second if you are planning the island economy from the start. For the boat side of the lagoon, the micro boat spam guide is the open-water plan when Warships are off and the boat versus ground attack guide is the crossing decision when a shore garrison watches your lane. Once a strait Warship is up, the warship veterancy guide explains how that hull’s shell climbs each time it survives, and the v35 nations naval doctrine guide explains which of the twelve nations can actually put a hull into the strait in the first place.
All numeric boundaries here are the released v0.35.0 behavior: a 1,176 by 1,796 grid with
851,671 land tiles (about 40.3% land), 12 Indian nations, a special_team_count of 2 and no
team_frequency (FFA-only), a multiplayer_frequency of 3, a single northern sea entrance and
a pirate island in the door, a Warship at 1,000 health with a 200 to 300 rolled shell that
gains 20% per veterancy level, a 130-tile detection radius, a 20-tick shell cooldown, a 75%
auto-retreat, a 150-tile passive 10 HP per second heal, a docked heal of 10 + 50×(port level /
docked warships), a first Warship at 250,000 gold on a 250,000-per-hull ladder capped at
1,000,000, and a 20-tick shoreline piracy protection that refreshes on every shoreline tile.
If a later formal Release changes any of these, update the tables, the scenarios, and the stop
line together, and re-verify against the tag before sharing the numbers. The practical close is
a four-line log: state, island Port owner, strait Warship position, and next check. For
example: “holding; island Port mine; Warship on the strait; capture the next trade ship and
heal at the dock.” If the next check says the gate is empty of your hull or the island Port is
captured, change the state to feeding and spend the gold on the interior component instead.
This small log turns a long guide into a repeatable habit another player can audit after the
match, and it keeps the lagoon honest: a lagoon you cannot explain in four lines is a lagoon
you are probably just paying the toll on.
Sources: OpenFront v0.35.0 Release, the official upstream map manifest, Config.ts, the Warships guide thread, the Piracy guide thread, and the v0.35 new maps video.
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