OpenFront Europe Map — 57% Plains, Cheap to Advance

Europe is 56.6% plains for a magnitude of 91.3, making it one of the cheaper maps in rotation. England to Wales at 99 tiles is the classic port mistake here.

SOURCE-VERIFIED · df9114ee Mid Updated 2026-08-28 3 min read

The short version

  • 56.6% plains gives magnitude 91.3 — one of the cheaper maps in the rotation to push through
  • 52 nations across 2.34M land tiles. Both bot density and scale are generous
  • England to Wales is 99 tiles and pays 5,130 gold. Linking adjacent countries is the classic error
  • A grid cell is 167 tiles. Keep port partners at least two cells apart

Europe is 2,345,907 land tiles with 52 nations. At 56.6% plains it is cheap to advance through, and it is the map the rest of this site most often uses for examples.

The basics

Value
Size2,904 × 1,672
Land2,345,907 tiles
Water51.7%
Nations52
Public lobby frequency7
Grid cell167 tiles
Avg magnitude91.3

Terrain — plains-led

TerrainShareLoss magnitude (unitless, highland = 100)
Plains56.6%80
Highland30.3%100
Mountain13.1%120

91.3 sits below the 92.5 median across all maps:

MapAvg magnitude
Sol105.1
World98.6
Europe91.3
Korea90.7
Sierpinski80.0

The same troops take about 15% more ground than on Sol. The 13.1% mountain clusters in the Alps, Pyrenees, and Carpathians, so there is still something to back onto — cheap to advance and defensible, which is a rare combination.

Coordinates

NationCellNationCell
IrelandD5SwitzerlandI6
EnglandF5NorwayI3
SpainF8ItalyJ8
FranceG6SwedenJ3
BelgiumH6FinlandM3

Western Europe packs into two or three cells. Lots of bots to eat early, but you also meet humans quickly.

RouteDistanceRevenue per ship
England ↔ Wales99 tiles5,130 gold ← below the threshold
Switzerland ↔ Czechia305 tiles55,557 gold
Kazakhstan ↔ Lebanon790 tiles114,500 gold
Finland ↔ Northern Ireland1,356 tiles142,800 gold
Kazakhstan ↔ Northern Ireland2,178 tiles183,900 gold

A 36× spread. Europe’s countries sit close together, which makes this the easiest map on which to waste a port.

At 167 tiles per cell, two cells (334 tiles) is the minimum worth building. East-to-west crossings (Kazakhstan ↔ Ireland) pay the most — check any distance in the trade ship calculator.

Troop caps

ShareTilesCap (no cities)
1%23,459937,945
5%117,2952,300,887

0.1% is 2,346 tiles. Since the leaderboard only reports in 0.1% steps, it reads 0.0% for a long time early — see measuring distance on screen.

Summary

  1. Advance through plains, back onto mountains. This map has enough of both
  2. Two cells minimum for ports. Europe’s density makes the trap common
  3. Eat as many of the 52 nations as you can early, and ally rather than fight human neighbours — see the one-minute opening build
  4. Team modes come up often here. The win condition is 80% combined, and the Doomsday Clock uses a separate team ladder — see team strategy

Compare every map at the map comparison table.

Terrain shares, coordinates, and distances are counted from the game’s own map files.