Game Modes and Options — FFA, Teams, Difficulty

OpenFront win conditions are 80% in FFA and 95% team total. Difficulty only affects AI Nations, and Hard puts them on exactly human terms.

SOURCE-VERIFIED · 02bf82d Intro Updated 2026-07-29 3 min read

The short version

  • Win conditions — FFA 80%, Teams 95% team total
  • Difficulty applies to AI Nations only, and Hard is exactly human terms
  • Three player types — Player / Nation / Tribe (30% fewer losses to attack)

Win conditions differ by mode: 80% of the land in Free for All, 95% combined in Teams. The difficulty setting does nothing to humans — it only changes AI Nations.

Two modes

ModeWin condition
Free for All (FFA)80% of the land
Teams95% combined

The team threshold is higher because several players fill it together. In practice team games run considerably longer.

Teams reduce the diplomacy load but add a judgement call: when to send troops and gold to teammates. A teammate sitting at their cap is wasting production, so moving it is a net gain.

Three kinds of player

TypeNotes
PlayerA human
NationAI nation. Subject to the difficulty setting
TribeA bot. Unaffected by difficulty

Attacking a Tribe costs 30% fewer troops (for Human and Nation attackers). Early on this is the single biggest factor in choosing a direction — expand toward tribes.

Conversely, tribes pay half as much as humans to take wilderness. That is why bots appear to spread so quickly in the opening.

Difficulty — Nations only

This is the most misunderstood setting. Raising it does nothing to tribes or to other humans. Only AI Nation stats change.

DifficultyNation starting troopsNation cap multiplier
Easy12,500×0.5
Medium18,750×0.75
Hard25,000×1.0
Impossible31,250×1.25

Hard is exactly human terms. Humans also start at 25,000 with a ×1.0 cap multiplier.

So Hard is the fair fight; Easy and Medium hand the AI a handicap; Impossible gives it a 25% higher cap than you.

Why starting troops matter so much is covered in The 1-Minute Build Order.

Public lobby modifiers

Public lobbies attach modifiers that vary per match. They are shown in the lobby list, so check before joining.

LabelMeaning
4min PeaceNo player-versus-player attacks for the first four minutes
Random SpawnSpawn positions assigned randomly
CrowdedMore players than usual
Compact MapSmaller map
Nukes DisabledNo nuclear weapons
SAMs DisabledNo SAM launchers
Ports DisabledNo ports
Alliances DisabledNo alliances
Hard NationsNations at raised difficulty
xN Gold MultiplierGold income multiplied
NM Starting GoldEveryone starts with gold
Doomsday ClockForced end pressure over time
Water NukesNukes can target water

Three of these change strategy sharply.

Ports Disabled removes trade income entirely. Gold gets tight, so lean harder on cities and factory rail income.

Alliances Disabled means everyone is an enemy. Defense posts get much more valuable and tidying your line comes before expanding.

4min Peace turns the opening into a pure expansion race. Holding a low attack ratio across several fronts matters even more, and the territory gap when peace ends usually decides the game.

Maps

Maps are grouped by category.

  • Regions — World, Asia, Europe, Africa, North America, South America, Oceania, Antarctica
  • Other — Continental, Countries, Fictional, Arcade, Cosmic, Special, Tournament, New, Featured, Favourites

What actually matters is not the name but terrain and chokepoints.

  • Plains-heavy maps — fast expansion, defense posts worth less
  • Islands and peninsulas — ports and boats carry more weight
  • Maps full of narrow necks — one defense post can decide the game

Press Space for the terrain view as soon as you load in. The rest of the keys are in Every Keybind.

Single-player only

  • Pause (P)
  • Game speed (. / ,)

Both are blocked in public games. Practising a build order or checking a calculation is easiest in single-player at reduced speed.

More