Where Should You Build Ports? Distance 300 Is the Hinge
OpenFront trade income is a sigmoid in port distance. Distance 200 pays 13,557; distance 400 pays 91,443. Ports built close together are effectively worthless.
The short version
- Trade income is a sigmoid in distance with its inflection at 300
- Distance 200 pays 13,557; 400 pays 91,443. Everything happens between 200 and 400
- Exchanging attacks suspends trade with that player for 5 minutes
Trade income is an S-curve in the distance between ports, and the inflection sits exactly at 300. Distance 200 pays 13,557. Distance 400 pays 91,443 — doubling the distance nearly septuples the income.
So port placement has exactly one principle: as far apart as possible. Far from each other, and pointed at distant countries.
Income by distance
Gold per trade ship:
| Port distance | Gold per ship |
|---|---|
| 50 | 2,541 |
| 100 | 5,185 |
| 200 | 13,557 |
| 250 | 26,182 |
| 300 | 52,500 |
| 350 | 78,818 |
| 400 | 91,443 |
| 500 | 99,815 |
| 600 | 104,991 |
| 800 | 115,000 |
Broken into segments, it is obvious where the value lives:
| Segment | Gain per 100 distance |
|---|---|
| 100 → 200 | +8,371 |
| 200 → 300 | +38,943 |
| 300 → 400 | +38,943 |
| 400 → 500 | +8,371 |
| 500 → 600 | +5,176 |
Everything happens between 200 and 400. Past 400 the curve flattens hard — going all the way to 600 adds only 15% over 400.
Three practical rules
1. Never build ports side by side. A distance-50 route pays 2,541. A 125,000 port needs fifty ships to pay for itself.
2. Aim for 400. 300 is barely half the maximum; 400 is about 80% of it. Take a safe 400 over a risky 600.
3. Spread your own ports too. Trade ships run between your ports as well. On a long coastline, one at each end beats three clustered together.
The trap — ports and factories share a counter
This catches almost everyone.
Build three ports and your first factory is already priced as the fourth building (1,000,000). It works in the other direction too.
The formula is min(1,000,000, 2ⁿ × 125,000), where n counts ports and factories combined. Expanding ports without a plan makes the switch to a factory economy brutally expensive.
The building cost calculator accounts for the shared counter.
Trade pays your partner too
When a trade ship arrives, both sides get gold. Building a port also funds your neighbor’s growth.
Two consequences:
- Trading with a weak neighbor feeds them. If you are going to eat them anyway, eat them
- Trading with a strong neighbor is how you keep pace. If you cannot beat them, stay attached
Attacking cuts trade for 5 minutes
Any player you exchange attacks with has trade suspended with you for 5 minutes.
If you have leaned on port income, one border skirmish costs more than it looks. A single 90,000 trade ship route, cut for five minutes, is several cities’ worth of gold.
Choosing your fights is your economy. Leave trade partners alone and expand in directions where you have no route.
Warships and shipping lanes
Ports are also the prerequisite for warships.
- Warship patrol range is 100 tiles
- Trade ships caught by an enemy warship are captured
- Transport boats also launch from ports; sinking means total loss of troops aboard
If your trade route crosses an enemy patrol zone, the income may never arrive. When siting a port, look at whose waters the route crosses.
Where ports sit in your build
| Stage | Port priority |
|---|---|
| Early, land still available | Low. Three cities first |
| Early, island or peninsula | High. Gold is your only growth path |
| Midgame | Aggressive, if you can secure distance 400 |
| Factory transition | Weigh the shared counter before adding more |
More
- Trade ship calculator — income by distance
- Building cost calculator — shared port/factory counter
- All Six Buildings — including factory rail income
- What Happens When You Betray an Alliance? — trade loss versus betrayal gain