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.
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 | |
|---|---|
| Size | 2,200 × 2,060 |
| Land | 3,449,078 tiles (largest) |
| Water | 23.9% |
| Nations | 27 |
| Public lobby frequency | 8 |
| Grid cell | 200 tiles |
| Avg magnitude | 98.3 |
Terrain — almost entirely highland
| Terrain | Share | Loss magnitude (unitless, highland = 100) |
|---|---|---|
| Plains | 9.7% | 80 |
| Highland | 89.4% | 100 |
| Mountain | 0.9% | 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.
| Map | Plains | Highland | Mountain | Spread |
|---|---|---|---|---|
| World | 34% | 38% | 28% | even |
| Korea | 60% | 26% | 14% | plains-heavy |
| Middle East | 10% | 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
| Nation | Cell | Nation | Cell | |
|---|---|---|---|---|
| Ottoman Empire | B1 | Trucial States | H7 | |
| Kingdom of Hejaz | C6 | Imamate of Oman | I8 | |
| Kingdom of Yemen | E9 | Qajar Dynasty | I3 | |
| Emirate of Asir | E9 | Sultanate of Muscat | J7 | |
| Emirate of Kuwait | F4 | Aden Protectorate | F10 |
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
| Route | Distance | Revenue per ship |
|---|---|---|
| Yemen ↔ Asir | 149 tiles | 8,250 gold ← below the threshold |
| Muscat ↔ Trucial States | 310 tiles | 58,583 gold |
| Oman ↔ Rashidi Emirate | 968 tiles | 123,400 gold |
| Oman ↔ Armenia | 1,587 tiles | 154,350 gold |
| French Somaliland ↔ Afghanistan | 2,118 tiles | 180,900 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
| Share | Tiles | Cap (no cities) |
|---|---|---|
| 1% | 34,491 | 1,155,975 |
| 5% | 172,453 | 2,873,537 |
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
- 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
- Defence is posts and border shape only. With no mountains to back onto, finding a neck and posting it is your only multiplier
- 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
- Few bots. 27 nations means much of your early expansion is empty ground, which carries no discount
- 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.