All Six Buildings — Costs, Effects, Placement
Exact OpenFront building costs from the source: cities double to a 1M cap, defense posts cap at 250K. Ports and factories share a counter — a trap that catches everyone.
The short version
- City/port/factory cost
min(1,000,000, 2ⁿ × 125,000), flat 1M from the fourth - Ports and factories share a counter. Three ports and your first factory is priced as the fourth
- Buildings need 15 tiles of clearance; clicking inside that upgrades instead of building
There are only six buildings, but costs escalate as you build and a few hidden rules will cost you if you do not know them.
Cost table
| Building | 1st | 2nd | 3rd | After | Build time | Upgradeable |
|---|---|---|---|---|---|---|
City 1 | 125K | 250K | 500K | 1M cap | 2s | yes |
Factory 2 | 125K | 250K | 500K | 1M cap | 2s | yes |
Port 3 | 125K | 250K | 500K | 1M cap | 5s | yes |
Defense Post 4 | 50K | 100K | 150K | 250K cap | 5s | no |
Missile Silo 5 | 1M | 1M | 1M | 1M flat | 10s | yes |
SAM Launcher 6 | 1.5M | 3M | 3M | 3M cap | 30s | yes |
The formulas (n = how many you already have):
- City / Port / Factory —
min(1,000,000, 2ⁿ × 125,000) - Defense Post —
min(250,000, (n+1) × 50,000) - SAM —
min(3,000,000, (n+1) × 1,500,000)
Two traps you must know
Ports and factories share a counter
Build three ports and your first factory is already priced as the fourth building (1M). It works both ways. Expanding ports without a plan makes the switch to a factory economy brutally expensive.
Every building needs 15 tiles of clearance
And clicking within 15 tiles of a same-type building upgrades it instead of building a new one.
- You cannot pack cities tightly, so reserve safe interior space early
- For a new building, click somewhere clearly separated
- Sometimes upgrading is cheaper than building. Past the fourth city everything is 1M flat, so compare
Building by building
🏙 City — the top priority
Raises your troop cap by +250,000 per level. Also acts as a train station.
1,000 tiles contribute about 226,000 to your cap; one city level gives 250,000. Once expansion slows, cities dominate.
Build them deep inland. Buildings transfer with territory — a border city is a gift.
→ How Many Cities Should You Build?
⚓ Port — distance is everything
Spawns trade ships that pay both sides. Required for warships, and transport boats launch from here.
Trade income is an S-curve with its inflection at 300. Distance 200 pays 13,557; distance 400 pays 91,443 — almost the entire payoff lives between 200 and 400.
Attacking or being attacked by a player suspends trade with them for 5 minutes.
→ Where Should You Build Ports?
🏭 Factory — needs neighbors to pay
Automatically lays rail to nearby cities, ports and factories. Trains pay gold for each building they pass.
| Building owner | Gold per building |
|---|---|
| Ally | 35,000 |
| Teammate / third party | 25,000 |
| Your own | 10,000 |
Routing through other people’s buildings pays 2.5–3.5×. Factory economies explode when you are on good terms with neighbors. Station range is 15–110 tiles.
🛡 Defense Post — best value in the game
Enemies attacking your territory within 30 tiles suffer ×5 losses and advance ×3 slower.
- Protected borders show a checkered pattern
- Not upgradeable, and overlapping posts do not stack
- Put them on chokepoints. Scattering them across open plains is waste
→ Defense Post Range and Placement
🚀 Missile Silo
Nukes launch from the nearest silo and land where you clicked. Flat 1,000,000, 9-second reload, upgradeable to reload faster.
Default targeting range is 150 tiles. Site it so targets are in range but you sit outside enemy SAM coverage.
🛰 SAM Launcher
Intercepts incoming missiles. Range is 150 − 480/(level+5) — level 1 is 70 tiles, approaching 150 asymptotically.
It does target atom bombs, hydrogen bombs and MIRV warheads. What it cannot catch is the MIRV carrier before it splits — and with a 9-second reload it cannot handle a simultaneous warhead salvo. Construction takes 30 seconds, so building one after you see the launch is too late.
Suggested build order
- First city (125K) — inland
- Port if you have coast and can get real distance
- Cities 2–4 — mind the 15-tile spacing
- Defense post on your weak chokepoint
- Factory once neighbor buildings are in range
- Silo / SAM — late
One atom bomb costs 750,000 — six cities. Gold spent on nukes early comes straight back as falling behind.