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OF Intel

MECHANICS · 02

Economy: Gold, Trade & Population

OpenFront's economy has three pillars: base gold, trade ships, and trains. Which one is strongest determines what you can build.

Three Gold Sources

  1. Base Gold: Auto-generated each tick. Human 100/tick, Bot 50/tick (multiplied by goldMultiplier, adjustable in private lobbies).
  2. Trade Ships: Travel between two ports, longer distance = higher revenue, settled on each port arrival.
  3. Trains (v24): Run between cities, gold based on city owner relationship—allies pay best.

Gold Formula Reference

经济与贸易
基础金币产出
玩家 100 / tick,Bot 50 / tick(乘 goldMultiplier)
城市部队加成
每级 City 提供 +250,000 部队上限
火车收益
baseGold (ally 35k / team 25k / self 10k) − distPenalty (5,000 × max(0, citiesVisited − 9)),下限 5,000
贸易船收益
floor( (75,000 / (1 + exp(-0.03 × (dist - 300))) + 50 × dist) × goldMultiplier )
贸易船生成
spawnRate = floor((100 × 1/(rejections+1)) / (1 - sigmoid(numShips, ln(2)/50, 200)))
贸易船上限
全局 150 艘 (v24)

Common misconception: more ports isn't always better—global trade ship cap is 150, too many ports dilutes per-ship value. Mid-game sweet spot is 4-6 ports with SAM coverage.

Population (Troop Cap)

Population cap is both offensive power and defensive buffer:

Population Cap
Base
2 × (0.6 × tiles^0.6 × 1000 + 50,000) + Σ(City level × 250,000)
Type Multiplier
Human ×1 · Bot ÷3 · Nation 0.5/0.75/1.0/1.25
City Investment ROI

Cities 1-4 cost 125k → 250k → 500k → 1M. First city is almost always worth it—250,000 troop cap boost far exceeds the 125,000 gold cost in population terms.

When tiles are already high (200k+ late game), 0.6 × tiles^0.6 × 1000 growth slows, making City's fixed bonus relatively more valuable.

Trade Ship Economics

Train Economics (v24 New)

Budget Decision Table

PhaseGold TargetPriority Build
Opening (0-60s)Accumulate 125k1st City + 1st Port
Early (60-180s)250k–1M2nd City, 1 DefensePost at chokepoint
Mid (3-6 min)1M–5MMissile Silo + 1st SAM for nuclear shield
Late (6 min+)5M+Upgrade City/Port/SAM; MIRV as needed