OpenFront Middle East Map — 89% Highland, the Biggest Map

Middle East is the largest map at 3.45M land tiles, and 89.4% of it is highland. With terrain that uniform, only position and scale are left to play with.

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

The short version

  • The largest map at 3.45M land tiles. One percent is 34,491 tiles — over five times World
  • 89.4% highland, so pushing anywhere costs almost exactly the same. Terrain cannot create an edge
  • Only 0.9% mountain to back onto. Defence comes from posts and border shape, nothing else
  • Games run longest here. The absolute tile count to the win condition is enormous

Middle East is the biggest map in the game at 3,449,078 land tiles, and 89.4% of that land is highland — terrain is effectively uniform.

Uniform means terrain can neither help nor hurt you. What remains is position, scale, and time.

The basics

Value
Size2,200 × 2,060
Land3,449,078 tiles (largest)
Water23.9%
Nations27
Public lobby frequency8
Grid cell200 tiles
Avg magnitude98.3

Terrain — almost entirely highland

TerrainShareLoss magnitude (unitless, highland = 100)
Plains9.7%80
Highland89.4%100
Mountain0.9%120

The average is 98.3, but the absence of spread matters more than the average. On most maps the default plan is “advance through plains, back onto mountains.” Here that option does not exist.

MapPlainsHighlandMountainSpread
World34%38%28%even
Korea60%26%14%plains-heavy
Middle East10%89%1%near-uniform

Only 0.9% is mountain, so your defensive toolkit narrows to two things — defense posts and border length. See defense post placement.

Coordinates

NationCellNationCell
Ottoman EmpireB1Trucial StatesH7
Kingdom of HejazC6Imamate of OmanI8
Kingdom of YemenE9Qajar DynastyI3
Emirate of AsirE9Sultanate of MuscatJ7
Emirate of KuwaitF4Aden ProtectorateF10

27 nations is sparse for a map this size. Fewer chances at the bot discount, which means more of your expansion is plain empty ground.

Trade routes

RouteDistanceRevenue per ship
Yemen ↔ Asir149 tiles8,250 gold ← below the threshold
Muscat ↔ Trucial States310 tiles58,583 gold
Oman ↔ Rashidi Emirate968 tiles123,400 gold
Oman ↔ Armenia1,587 tiles154,350 gold
French Somaliland ↔ Afghanistan2,118 tiles180,900 gold

At 23.9% water the coastline is not generous. Buildable port sites are genuinely limited, so if you hold coast, pair it with something far — at 200 tiles per cell that means two cells or more.

Troop caps — the scale is different

ShareTilesCap (no cities)
1%34,4911,155,975
5%172,4532,873,537

One percent is 34,491 tiles, 5.3× World’s 6,516. Two players both showing 1% on the leaderboard are managing completely different amounts of border.

What changes here

  1. Simplify your terrain maths. Nearly everything is highland (100). Pinning the terrain selector to highland in the combat loss calculator will be right most of the time
  2. Defence is posts and border shape only. With no mountains to back onto, finding a neck and posting it is your only multiplier
  3. Games run long. 3.45M land tiles means slow resolution. If the Doomsday Clock or overtime is running, that clock is what actually ends the match
  4. Few bots. 27 nations means much of your early expansion is empty ground, which carries no discount
  5. Lean harder on cities. Land accumulates slowly here, so raising the cap through cities is relatively more valuable — see how many cities

Compare every map at the map comparison table.

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