OpenFront Caribbean Map — Cheap to Push, All Islands
Caribbean is 83.5% plains with zero mountain, making it one of the cheapest maps to advance through — but 86.3% water means the land is in fragments.
The short version
- 83.5% plains, zero mountain. Magnitude 83.3 puts it among the cheapest maps to advance through
- But it is 86.3% water. The ground you would push is in fragments, so the discount rarely gets used
- No mountain to back onto. Water and defense posts are your only defence
- Routes reach 2,987 tiles — Florida to Guyana pays 224,350 gold per ship
Caribbean is 83.5% plains with zero mountain. At magnitude 83.3 it is among the very cheapest maps in the game to take a tile.
And it is 86.3% water. The land is scattered in fragments, so you rarely get to spend that discount. That contradiction is the whole map.
It is the exact inverse of Sol
| Caribbean | Sol | |
|---|---|---|
| Water | 86.3% | 85.7% |
| Avg magnitude | 83.3 | 105.1 |
| Plains | 83.5% | 11.6% |
| Mountain | 0% | 37.2% |
Nearly identical water share, opposite advance cost. Both are naval maps, but on Sol you give up on ground expansion — on Caribbean, once a landing succeeds the rest is easy.
The basics
| Value | |
|---|---|
| Size | 3,200 × 1,808 |
| Land | 577,573 tiles |
| Water | 86.3% |
| Nations | 34 |
| Public lobby frequency | 5 |
| Grid cell | 178 tiles |
| Avg magnitude | 83.3 |
Coordinates
| Nation | Cell | Nation | Cell | |
|---|---|---|---|---|
| Florida | D2 | Haiti | J6 | |
| Bahamas | F3 | Dominican Republic | K6 | |
| Cuba | F5 | Puerto Rico | N6 | |
| Jamaica | G7 | Colombia | L10 | |
| Cayman Islands | E7 | Venezuela | O11 | |
| Turks and Caicos | J4 | Trinidad and Tobago | R10 | |
| Mexico | A7 | Guyana | R11 |
The mainland is west (Mexico, Belize, Honduras) and south (Colombia, Venezuela, Guyana) — everything between is islands. A mainland start can expand overland; an island start expands only by boat.
Trade routes — a high ceiling
| Route | Distance | Revenue per ship |
|---|---|---|
| Antigua and Barbuda ↔ Montserrat | 55 tiles | 2,798 gold ← below the threshold |
| Venezuela ↔ Curaçao | 300 tiles | 52,500 gold |
| Turks and Caicos ↔ Saint Kitts and Nevis | 1,102 tiles | 130,100 gold |
| Trinidad and Tobago ↔ San Andres | 2,162 tiles | 183,100 gold |
| Florida ↔ Guyana | 2,987 tiles | 224,350 gold |
Linking within the Lesser Antilles is the trap — Antigua to Montserrat is 55 tiles. The islands form a neat chain, so pairing neighbours looks natural on the map.
The northwest–southeast diagonal (Florida ↔ Guyana) pays most. That is fourteen grid cells.
Landings are how you expand
At 86.3% water, your coastline is far longer than your land border. So:
- Warships are the centre of your defence. Their 130-tile reach covers routes and coast together — see stopping amphibious landings
- Landings themselves are cheap. The landing tile is taken for free, and pushing plains (magnitude 80) afterwards is cheap too
- Defense posts are the only terrain substitute. With zero mountain, 80 × 5 = an effective 400 is your ceiling — see defense post placement
Troop caps
| Share | Tiles | Cap (no cities) |
|---|---|---|
| 1% | 5,776 | 461,415 |
| 5% | 28,879 | 1,049,247 |
At 577k land tiles, 1% is 5,776 tiles. The absolute distance to the win condition is short, so matches resolve comparatively fast.
Summary
- Mainland or island is your first fork. On an island, every expansion is a landing
- Get a warship early. With this much coast, terrain cannot hold anything
- Run ports on the diagonal. Do not pair within an island chain
- Exploit the cheap ground. Once a landing lands, that island clears quickly
Run landing forces against your own troops in the combat loss calculator. Compare every map at the map comparison table.
Terrain shares, coordinates, and distances are counted from the game’s own map files.