OpenFront Sierpinski Map — Where Terrain Does Nothing
Sierpinski is 100% plains — loss magnitude 80.0, the theoretical floor. Nine symmetric nations named by compass direction, so only position matters.
The short version
- All land is plains. Magnitude 80.0 is the theoretical floor — nothing can be cheaper
- Nine nations, named by compass direction, perfectly symmetric. No terrain advantage exists anywhere
- Center really is the centre and borders on all four sides. It is the worst seat
- The only thing to back onto is water. Zero mountain, zero impassable
Sierpinski is entirely plains. Its loss magnitude of 80.0 equals the plains coefficient itself, which makes it the theoretical floor — nothing can be cheaper.
The consequence is that terrain advantage does not exist on this map. Pushing anywhere costs the same, backing onto anything gives no bonus. What is left is position and economy.
Composition
| Value | |
|---|---|
| Size | 1,400 × 1,400 (square) |
| Land | 582,988 tiles (29.7%) |
| Water | 1,377,012 tiles (70.3%) |
| Mountain · highland · impassable | all zero |
| Grid cell | 140 tiles |
| Public lobby frequency | 10 |
Where it sits against the rest:
| Map | Frequency | Avg magnitude |
|---|---|---|
| Sol | 20 | 105.1 |
| World | 20 | 98.6 |
| Europe | 7 | 91.3 |
| Sierpinski | 10 | 80.0 |
The same troops take 31% more ground than on Sol. Attacking is cheaper here than anywhere — which also means defending is not cheap, because no terrain is doing the work for you.
Nine nations — the names are the coordinates
| Nation | Coordinate | Cell | Nation | Coordinate | Cell | |
|---|---|---|---|---|---|---|
| North West | (226, 240) | B2 | North | (679, 238) | E2 | |
| West | (216, 701) | B6 | Center | (700, 694) | F5 | |
| South West | (228, 1183) | B9 | North East | (1160, 229) | I2 | |
| South | (684, 1175) | E9 | East | (1163, 711) | I6 | |
| South East | (1146, 1162) | I9 |
A perfectly symmetric 3 × 3 grid. The map is a 1,400 × 1,400 square and Center sits at (700, 694) — almost exactly the middle.
That symmetry is the whole map. There is no “good spawn” in the usual sense. Every seat is terrain-equivalent, and the only difference is how many directions your border faces.
Seat quality is border count, and nothing else
| Seat | Neighbouring directions | Verdict |
|---|---|---|
| Corner (NW · NE · SW · SE) | 2 | Best. Two directions to hold |
| Edge (N · S · E · W) | 3 | Middling |
| Center | 4 | Worst. Bordered on every side |
Tiles conquered per tick scale with the number of contacting border tiles. With no terrain modifier available, that term is very nearly the whole of defence.
If you spawned Center, resolve one direction fast. You cannot hold four at once, and this map has no mountains or impassable ground to lean on. The only back wall available is water.
Defense posts matter more here
Since terrain contributes nothing, a defense post is the only defensive multiplier you can create.
plains magnitude 80 × defense post 5 = effective 400
On other maps you can place one on mountains (120) for an effective 600. Here 400 is the ceiling. Still, 400 versus nothing is a different game — see defense post placement.
Find a narrowing and put it there. The ground is flat, but the landmass is a fractal, so narrow necks are everywhere.
Trade routes
| Route | Distance | Revenue per ship |
|---|---|---|
| East ↔ South East | 451 tiles | 96,750 gold |
| South ↔ Center | 481 tiles | 98,723 gold |
| East ↔ South | 667 tiles | 108,349 gold |
| North ↔ South East | 1,035 tiles | 126,750 gold |
| North West ↔ South East | 1,302 tiles | 140,100 gold |
With only nine nations, every pair is more than 300 tiles apart. Practically no combination falls below the threshold, which means you cannot pick a bad partner. The “port too close” trap that haunts every other map does not exist here.
Diagonals pay most — North West ↔ South East is 1,302 tiles.
Troop caps
| Share | Tiles | Cap (no cities) | Cap (city levels 10) |
|---|---|---|---|
| 1% | 5,830 | 463,439 | 2,963,439 |
| 2% | 11,660 | 650,870 | 3,150,870 |
| 5% | 29,149 | 1,054,562 | 3,554,562 |
| 10% | 58,299 | 1,546,860 | 4,046,860 |
| 20% | 116,598 | 2,293,030 | 4,793,030 |
At 582k land tiles this is a smaller map, so 1% is 5,830 tiles. The absolute tile count needed to reach the 80% FFA win condition is correspondingly lower.
Summary — what changes here
- Drop terrain from your maths. Everything is magnitude 80. Pin the terrain selector to plains in the combat loss calculator
- A corner gives you two borders instead of four. On this map spawn selection is almost entirely a border-count question → spawn selection
- Defense posts are your only multiplier. Put them on necks first
- Any port pairing works. Every inter-nation distance clears the threshold
- Cheap attacks mean early expansion speed decides it → the one-minute opening build
Terrain shares, coordinates, and distances are counted directly from the game’s map files. Regenerated maps show up in the patch value history.