OpenFront More Than Luck Map — Half the Grid Is Wall
More Than Luck is 47.8% impassable, so advances funnel through corridors. Coast is 0.6% of the land, so almost nobody gets a port.
The short version
- 47.8% of the grid is impassable. Attacks cannot cross it, so the front narrows to corridors
- Coast is 0.6% of the land, so most players never get to build a port at all
- Nation coordinates are not fixed. Placement changes every match, so there is no coordinate table
- 80.3% plains makes advancing cheap. The constraint is direction, not cost
More Than Luck is 47.8% impassable. Of its 1,348 × 1,344 grid, 866,202 tiles are wall and 915,788 are traversable land.
Impassable terrain is ground attacks skip entirely — no losses, no time spent, treated like water. So on this map the front collapses into a handful of corridors.
The basics
| Value | |
|---|---|
| Size | 1,348 × 1,344 |
| Land | 915,788 tiles |
| Impassable | 866,202 tiles (47.8% of grid) |
| Ocean | 29,722 tiles (1.6%) |
| Shore tiles | 5,584 (0.6% of land) |
| Nations | 35 (no fixed coordinates) |
| Public lobby frequency | 7 |
| Grid cell | 134 tiles |
| Avg magnitude | 84.9 |
Why there is no coordinate table
Every other map guide here lists nation coordinates. This one cannot. The map file’s 35 nations carry no coordinates at all, and their names are identifiers like 1-2-3-4 and 0-0-0-0 — placement changes every match.
The map’s name says exactly that. Where you start is luck, so of the four criteria in spawn selection only “what can you back onto” survives; the rest cannot be planned in advance.
You almost certainly cannot build a port
There are 29,722 ocean tiles and 5,584 shore tiles — 0.6% of the land.
For most players a port is simply not an option. Trade ship income disappears from your economy, so the gold has to come from elsewhere.
| Gold source | On this map |
|---|---|
| Trade ships | Effectively unavailable — 0.6% coast |
| Trains (factories and rail) | Your main line — the only trade that runs inland |
| Cities | Directly drive your cap. Priority rises |
| Hunting bots | 35 nations. The early gold source |
Rail is this map’s trade network. The more foreign stops a train visits the more it pays, and teammates placing structures 15–110 tiles apart raise each other’s income — see factory and rail income.
Corridors define the front
With half the grid walled off, borders are naturally short. Tiles conquered per tick scale with contacting border tiles, so blocking one corridor seals that direction outright.
- Put a defense post on the neck. Plains magnitude 80 × 5 = an effective 400, and when the corridor is narrow that single position is the whole front
- On offense, more troops will not speed you up. Border length is the cap, so check for a bypass first
- Only 4.6% mountain, so terrain-based defence barely exists here. The walls do that job instead
Advancing is cheap
| Terrain | Share | Loss magnitude (unitless, highland = 100) |
|---|---|---|
| Plains | 80.3% | 80 |
| Highland | 15.0% | 100 |
| Mountain | 4.6% | 120 |
At 84.9 the magnitude sits well under the 92.5 median. Cost per tile is low; the number of directions you can spend it in is what is scarce.
Summary
- Your start is luck. Nothing can be memorised in advance — map the corridors as soon as you spawn
- Give up on ports; play trains and cities. If you do get coast, you got lucky
- One defense post per corridor. With half the map walled, the places worth holding are obvious
- Look for bypasses before committing troops. Narrow necks do not get faster with more force
Check factory pricing in the building cost calculator before committing gold to rail. Compare every map at the map comparison table.
Terrain shares and impassable counts are taken directly from the game’s map files.