OpenFront China Map — Only 15% Water
China is 15% water, so buildable port sites are scarce. With 1.48M impassable tiles, attack routes funnel through a handful of necks that decide the whole match.
The short version
- Only 15% water. Coast is scarce, port sites are limited, and gold shifts toward cities and trains
- 1.48M impassable tiles. Attacks skip them entirely, so advances funnel into necks
- 29.3% mountain — plenty to back onto. This is a map where terrain can carry your defence
- 32 nations is sparse for the size, so much of your expansion is empty ground
China is an inland map — only 15.0% water. There are 1,867,569 land tiles but very little coastline, which means buildable port sites are genuinely scarce.
It also carries 1,476,953 impassable tiles. Attacks skip those entirely, so advances funnel into a handful of necks.
The basics
| Value | |
|---|---|
| Size | 2,080 × 1,892 |
| Land | 1,867,569 tiles |
| Water | 15.0% |
| Impassable | 1,476,953 tiles |
| Nations | 32 |
| Public lobby frequency | 8 |
| Grid cell | 189 tiles |
| Avg magnitude | 98.0 |
Terrain — mountain-rich
| Terrain | Share | Loss magnitude (unitless, highland = 100) |
|---|---|---|
| Plains | 39.3% | 80 |
| Highland | 31.4% | 100 |
| Mountain | 29.3% | 120 |
At 29.3% mountain there is plenty to back onto. Unlike Middle East (0.9%) or Sierpinski (0%), this is a map where terrain alone can build your defence.
A defense post on mountain gives magnitude 120 × 5 = an effective 600 — one and a half times what the same post achieves on plains.
Coordinates
| Nation | Cell | Nation | Cell | |
|---|---|---|---|---|
| Tannu Tuva | D3 | Peking | I5 | |
| Communist China | G6 | British Hong Kong | I9 | |
| Sichuan | G7 | Guangdong | I9 | |
| Heilongjiang | I2 | Boxer Rebellion | J5 | |
| Manchukuo | J3 | Taiping Heavenly Kingdom | J7 |
Trade routes — few sites, high value
| Route | Distance | Revenue per ship |
|---|---|---|
| Hong Kong ↔ Macao | 56 tiles | 2,850 gold ← below the threshold |
| Hong Kong ↔ Taiwan | 300 tiles | 52,500 gold |
| Outer Mongolia ↔ Xinjiang | 677 tiles | 108,849 gold |
| Tannu Tuva ↔ Guizhou | 1,156 tiles | 132,800 gold |
| Heilongjiang ↔ Yaqub Beg Regime | 1,641 tiles | 157,050 gold |
Hong Kong to Macao at 56 tiles is this map’s signature trap. They sit next to each other on screen, so the pairing looks obvious — and it pays 2,850 gold.
With only 15% water, holding coast is itself an asset. Do not spend it on a near neighbour; pick a partner at least two grid cells (378 tiles) away. See port placement.
If ports are scarce, where does gold come from?
Trains and cities carry more weight here.
- Factories and rail — inland, the rail network becomes your effective trade route. The more foreign stops a train visits, the more it pays. See factory and rail income
- Cities — with fewer ports available, raising your cap through cities takes a larger share of your gold. See how many cities
Troop caps
| Share | Tiles | Cap (no cities) |
|---|---|---|
| 1% | 18,676 | 830,803 |
| 5% | 93,378 | 2,019,450 |
Summary
- Coast is a scarce resource. If you hold some, pair it far
- Back onto mountains. At 29.3% there is plenty, and posts there are 1.5× as effective
- Find the impassable necks. With 1.48M tiles attacks cannot cross, the gaps between them define the entire front
- Route gold into trains and cities to cover the port shortfall
Convert a leaderboard percentage into tiles with the troop cap calculator. Compare every map at the map comparison table.
Terrain shares, coordinates, and distances are counted from the game’s own map files.