Combat Math — Terrain, Ratios, Defense Posts
What actually kills your troops in OpenFront. Terrain multipliers of 80/100/120 (not 5.0), the attack ratio clamps, encirclement, and the 25% retreat cost.
The short version
- Terrain magnitudes: plains 80, highland 100, mountain 120
- Attacker loss is
0.6 × ratio term + 0.4 × density term. That 40% never responds to troop count - Full encirclement absorbs a player at zero loss, gold included
Every tile you take runs through the calculation below. Knowing it turns “should I attack?” from a feeling into arithmetic.
Terrain changes your losses
| Terrain | Loss magnitude | Ticks per tile | Reading |
|---|---|---|---|
| Plains | 80 | 16.5 | 20% cheaper, fastest |
| Highland | 100 | 20 | Baseline |
| Mountain | 120 | 25 | 20% costlier, 50% slower |
Lower ticks per tile is faster. Press Space for the terrain view and push toward plains first. The difference in ground covered per troop is large.
A “highlands 5.0” figure circulates in some writeups. That looks like the defense post multiplier (×5) mistaken for a terrain value. Terrain values are 80, 100 and 120, and they are magnitudes, not multipliers.
Multipliers stacked on top
| Modifier | Effect | Condition |
|---|---|---|
| Defense post | Losses ×5, speed ×3 slower | Within 30 tiles of the defender’s post |
| Fallout | ×3 – ×5 | Attacking irradiated tiles |
| Attacking a Tribe | ×0.7 | Human or Nation attacking a bot — 30% fewer losses |
| Attacking a traitor | ×0.5 | Target is marked a traitor — half losses |
| Large defender | ×0.7 – ×1.0 | Defenders past ~150k tiles get easier to hit |
| Large attacker | Penalty | Attackers past 100k tiles lose efficiency |
| Troop ratio | 0.6 – 2.0 | defender ÷ attacker, clamped |
The game actively handicaps the leader. Big empires attack less efficiently and defend worse. Comebacks are structurally possible.
Attack ratio
Attacker losses blend two terms: 0.6 × (ratio term) + 0.4 × (defender density term).
The ratio term carries clamp(defender ÷ attacker, 0.6, 2.0). The floor of 0.6 is reached at attacker = 1.67 × defender, and losses stop improving there. Advance speed uses a separate clamp that already maxes out at 1.00×.
The other 40% never changes, however many troops you send — it depends only on the defender’s troops ÷ tiles. So you cannot drive losses to zero by piling on; you pick thin targets instead.
→ Full breakdown in What Attack Ratio Should You Use?
Wilderness is a different formula
Unclaimed land is simpler. Loss per tile = terrain magnitude ÷ 5. Tribes pay only ÷10.
- Plains 16 / Highland 20 / Mountain 24
The troop count at which advance speed maxes out differs by terrain: plains 6,600, highland 8,000, mountain 10,000. Beyond that, extra troops buy nothing.
Early-game optimization: overcommitting to wilderness gains no speed. Hold the ratio low (10–30%) and expand in several directions at once — advance rate scales with border length.
Encirclement — zero losses
Completely surround a player (so none of their tiles touch water or the map edge) and their territory is absorbed instantly with zero troop losses. Their accumulated gold transfers too.
Finding a small isolated tribe and wrapping it is the strongest early move in the game. Scan your surroundings right after spawn and mark encircleable neighbors.
Retreating
The red ❌ in the event panel cancels an attack in progress. The cost is 25% of the attacking force.
Paying 25% to save 75% from a losing fight is usually correct. Troops are not consumables — they are your growth engine.
Retreating a boat sends it back to its origin; if that land has changed hands in the meantime, it attacks there instead. Nukes cannot be recalled.
Going around by boat
⚠️ Boats do not ignore defense posts. Several guides claim they do. The game creates a normal attack from the landing tile, and the defense post check looks at the tile being taken, not where the attack came from. Land next to a post and you eat the same ×5.
What boats actually give you:
- The landing tile itself is free — normal combat starts after that
- You can pick a coast with no defense post. That is what “going around” really means
- Up to 3 at once
- Sunk by a warship means total loss of the troops aboard — warship patrol range is 100 tiles
- Landing simultaneously with a ground attack splits the defense and helps a lot