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.
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 | |
|---|---|
| Size | 2,904 × 1,672 |
| Land | 2,345,907 tiles |
| Water | 51.7% |
| Nations | 52 |
| Public lobby frequency | 7 |
| Grid cell | 167 tiles |
| Avg magnitude | 91.3 |
Terrain — plains-led
| Terrain | Share | Loss magnitude (unitless, highland = 100) |
|---|---|---|
| Plains | 56.6% | 80 |
| Highland | 30.3% | 100 |
| Mountain | 13.1% | 120 |
91.3 sits below the 92.5 median across all maps:
| Map | Avg magnitude |
|---|---|
| Sol | 105.1 |
| World | 98.6 |
| Europe | 91.3 |
| Korea | 90.7 |
| Sierpinski | 80.0 |
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
| Nation | Cell | Nation | Cell | |
|---|---|---|---|---|
| Ireland | D5 | Switzerland | I6 | |
| England | F5 | Norway | I3 | |
| Spain | F8 | Italy | J8 | |
| France | G6 | Sweden | J3 | |
| Belgium | H6 | Finland | M3 |
Western Europe packs into two or three cells. Lots of bots to eat early, but you also meet humans quickly.
Trade routes — do not link neighbours
| Route | Distance | Revenue per ship |
|---|---|---|
| England ↔ Wales | 99 tiles | 5,130 gold ← below the threshold |
| Switzerland ↔ Czechia | 305 tiles | 55,557 gold |
| Kazakhstan ↔ Lebanon | 790 tiles | 114,500 gold |
| Finland ↔ Northern Ireland | 1,356 tiles | 142,800 gold |
| Kazakhstan ↔ Northern Ireland | 2,178 tiles | 183,900 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
| Share | Tiles | Cap (no cities) |
|---|---|---|
| 1% | 23,459 | 937,945 |
| 5% | 117,295 | 2,300,887 |
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
- Advance through plains, back onto mountains. This map has enough of both
- Two cells minimum for ports. Europe’s density makes the trap common
- Eat as many of the 52 nations as you can early, and ally rather than fight human neighbours — see the one-minute opening build
- 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.