Skip to main content
OF Intel

MECHANICS · 04

Structures: 6 Core Buildings

Every OpenFront building is a bet: spend gold now for long-term capability. Understanding marginal returns is core mid-game skill.

All 6 Structures

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

City — Population Factory

City Build Order

Priority: 1st City > Port > 2nd City > DefensePost > 3rd City > Missile Silo. 4th city onward has diminishing returns—upgrade existing cities instead.

Port — Naval Hub

Factory — Train Production

DefensePost — Chokepoint Guardian

SAM Launcher — Nuclear Shield

Missile Silo — Offensive Arsenal

Capture Rules Differ by Building

When territory is captured, SAM Launchers and Missile Silos transfer to the new owner, while Defense Posts are destroyed. Taking an enemy core can still strip its nuclear shield, but you must rebuild the land-defense layer yourself.