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.

SOURCE-VERIFIED · 02bf82d Core Updated 2026-07-29 3 min read

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

Building1st2nd3rdAfterBuild timeUpgradeable
City 1125K250K500K1M cap2syes
Factory 2125K250K500K1M cap2syes
Port 3125K250K500K1M cap5syes
Defense Post 450K100K150K250K cap5sno
Missile Silo 51M1M1M1M flat10syes
SAM Launcher 61.5M3M3M3M cap30syes

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 ownerGold per building
Ally35,000
Teammate / third party25,000
Your own10,000

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.

When to Use Nukes

Suggested build order

  1. First city (125K) — inland
  2. Port if you have coast and can get real distance
  3. Cities 2–4 — mind the 15-tile spacing
  4. Defense post on your weak chokepoint
  5. Factory once neighbor buildings are in range
  6. Silo / SAM — late

One atom bomb costs 750,000 — six cities. Gold spent on nukes early comes straight back as falling behind.