OpenFront 1-Minute Build Order
A simulated OpenFront FFA opening: 10% slider, a click every 2 seconds, toward plains, in every direction. Bot hunting from 0:25, first city by 1:30.
The short version
- Slider 10%, a click every 2 seconds, toward plains, in every direction
- Keep troops bouncing around 20–30% of cap — early game runs hotter than the 42.2% rule
- Hunt bots from 0:25, first city between 1:00 and 1:30
Hold the slider at 10-20%, click in every direction about every two seconds, start hunting bots at 0:25, and your first city lands between 1:00 and 1:30. Bots carry gold, and that is what pulls the city forward.
The numbers below come from comparing candidate openings in a 60-second simulator built from the game’s own formulas.
🕐 Want to drill it instead of read it — open the opening timer alongside the game. It shows what to do at each moment and beats out the 2-second click rhythm.
Three things to know first
You start with zero gold. Public games begin at 0 with passive income only. A first city costs 125,000, which passive income alone takes about two minutes to reach. You cannot build anything in the first minute on passive income.
But bots carry gold. Bots accumulate gold and hand over all of it when you take them. Two or three bots is roughly half your first city.
Your starting position is 52 tiles, 25,000 troops, a cap of about 121,400 — 20.6% of cap. Left alone you cross the 42.2% growth peak in about seven seconds and are pinned at 90% of cap by thirty.
Troops display at 1/10 on screen, so 25,000 reads
2.50Kand the 121,400 cap reads12.1K. That puts the growth peak at5.1K— which is why “wait until 5K, then expand” is the same instruction as “wait for the peak.” → Measuring Distance On Screen
52 is the random-spawn figure. The game hands you an 8×8 blob with the corners shaved off, and a random spawn only accepts a spot where all 52 squares are empty land. Picking your own spot does not re-roll — squares that land on water or on someone else’s territory are simply dropped. Hugging the coastline can put you under 40 tiles, with a proportionally lower cap. Click at least four squares in from the water.
What the simulator says
| Opening | Tiles at 60s | Relative | Troops left |
|---|---|---|---|
| Hold 20–30% of cap | 23,000 | 100% | 25–30% |
| Hold 42.2% (textbook) | 14,500 | 63% | 42% |
| Hoard, dump at 30s | 6,300 | 27% | 50% |
| All-in at 0s | 1,600 | 7% | 92% |
The first minute runs hotter than the 42.2% rule. That rule maximizes the troop growth rate, but early on expansion raises your cap and the bigger cap compounds into more growth. 42.2% is the rule for when you have run out of land to take.
All-in is the worst opener tested. Emptying your pool collapses the troops^0.73 term in the growth formula and recovery crawls. It finished last under every condition we swept.
Translated to your hands
| Input | Tiles at 60s | Troops left | Verdict |
|---|---|---|---|
| 10% slider, click every 2s | 21,900 | 25% | Best balance |
| 5% slider, every 1s | 22,200 | 25% | Same equilibrium |
| 20% slider, every 1s | 9,200 | 2% | Overspent, cannot defend |
| 3% slider, every 1s | 17,100 | 40% | Underspent |
One number to remember: total commitment of about 5% of your troops per second. Clicking several directions at once multiplies that — attacks on the same target merge, so three clicks is three times the commitment.
Timeline
−0:30 · Spawn phase
- Press
Spacefor the terrain view. Not optional - Favour a spot opening onto plains — 16 troops per tile versus 24 on mountain
- Prefer edges and corners. Fewer sides to defend means more troops on expansion
- A small isolated bot nearby is the strongest signal there is
0:00 · First three seconds
- Drop the slider to 10% (tap
T) - One click in every direction. The goal is not land, it is border length — advance rate scales with it
- You are still invulnerable, so nothing counterattacks
0:03 – 0:25 · Zero idle time
- Click wilderness every 2 seconds
- Always toward plains. Leave mountains as your wall
- Troops bouncing between 20–30% of cap is correct. Over 40% means your hands are too slow
- Orange growth rate means you are already late
- Under 10% means overspending — skip a cycle or two
0:25 – 0:50 · Hunt bots
- Human and Nation attackers take 30% fewer losses against bots
- First choice is an encircleable bot — full encirclement costs zero troops and transfers their gold
- If you cannot encircle, nudge the slider to 15–20%
- Target: two or three bots in this window
0:50 – 1:30 · First city
- Passive income plus bot loot reaches 125,000 between 1:00 and 1:30
- The moment you have it, press
1. Deep inland - One city = +250,000 troop cap
One-minute checkpoint
| Metric | On track | If it is off |
|---|---|---|
| Territory | 10× your start or more | Slow clicks, or you went into mountains |
| Troops (of cap) | 20–35% | Over 40% = slow hands / under 10% = overspending |
| Gold | Passive plus bot loot | No bots means your city is a minute late |
| Growth colour | Mostly green | Time spent orange is growth you threw away |
Situational branches
A human neighbour is right next to you → Do not strike first. Attacking suspends trade between you for five minutes and auto-rejects their alliance request. You cannot kill a human in the first minute, so all you gain is another front. Press K and ally instead.
You are surrounded by bots → Best possible start. Cut wilderness expansion short around 0:20 and switch to hunting. Your first city arrives inside a minute.
You are on an island or boxed into a peninsula → Land runs out in 20–30 seconds. Exceptionally, spend gold on a port first and hold troops near 42.2%. Use boats (B) to reach bots across the water.
You got hit early → If you cannot hold it, abandon that direction and keep expanding the other way. The win condition is territory share, not survival.
Anti-build — how to lose
- Slider at 100% — dead last in simulation, 7% of the standard opening
- Hoarding troops — your starting cap is only ~120k, so you saturate in 25 seconds
- Attacking a human first — five minutes of no trade plus an auto-rejected alliance
- Expanding into mountains — 50% more troops per tile and 50% slower
- Saving gold — at one minute there is nothing to buy but a city. Buy it at 125,000
- Expanding in one direction — advance rate scales with border length
The simulation assumes unlimited wilderness, so absolute tile counts are unrealistic. What holds is the ranking and the ratios between strategies, and those survived sweeping the conditions by a factor of four.