OpenFront World Map — Terrain, Coordinates, Port Distances

The World map is 651,569 land tiles and only 34% plains — one of the more expensive maps to push through. Nation coordinates and which port pairs actually pay.

SOURCE-VERIFIED · df9114ee Mid Updated 2026-08-27 4 min read

The short version

  • Only 34% plains — the lowest of the common maps. The same troops buy less ground here than almost anywhere else
  • One M-grid cell is exactly 100 tiles, which makes World the easiest map to measure distances on
  • UK to France is 42 tiles and pays 2,133 gold. Neighbouring countries are trade traps
  • 72 nations — bot density is high, so early expansion is cheap if you avoid human borders

The World map is 651,569 land tiles and only 34.4% plains. Compared with Europe at 57%, the same troops buy noticeably less ground here — this is one of the more expensive maps to push through.

It is also the most-played map — its public-lobby frequency of 30 is the highest of any map. That makes the numbers below worth knowing regardless of where you spawn.

Terrain — counted from the map file

TerrainShareLoss magnitude (unitless, highland = 100)
Plains34.4%80
Highland37.9%100
Mountain27.6%120

Weighted average magnitude is 98.6. Against the other common maps:

MapPlainsHighlandMountainAvg magnitude
Europe57%30%13%91.3
Korea60%26%14%90.7
Japan46%46%8%92.4
World34%38%28%98.6

Roughly 8% more expensive to advance through than Europe. Not enormous, but the direction is clear — on World, terrain rewards defending more than it rewards rushing. How magnitude enters the loss formula is in the combat guide; put real numbers in with the combat loss calculator.

The 27.6% mountain is concentrated in the usual places — the Andes, the Rockies, the Himalaya belt. Expensive to take, excellent to back onto.

Coordinates — press M

One grid cell is exactly 100 tiles on World at Normal size (2000 × 1000). That is the cleanest conversion of any map: cells × 100 = tiles. See measuring distance on screen.

NationCoordinateCellNationCoordinateCell
Canada(374, 186)D2Russia(1351, 134)N2
United States(484, 284)E3China(1527, 303)P4
Mexico(375, 374)D4India(1331, 353)N4
Brazil(684, 574)G6Japan(1710, 290)R3
Argentina(565, 737)F8Indonesia(1511, 524)P6
United Kingdom(925, 186)J2Australia(1679, 657)Q7
France(948, 221)J3Egypt(1094, 340)K4
Germany(990, 195)J2South Africa(1075, 707)K8

There are 72 nations on this map — high bot density, so early expansion is cheap as long as you are not immediately bordering a human. Bots cost 30% fewer troops to attack (see the combat guide), and that discount does a lot of work in the first five minutes.

Ports — neighbouring countries are traps

Trade revenue bends sharply at 300 tiles between ports. On World the temptation is to connect the nearest coastline, and that is almost always wrong.

RouteDistanceRevenue per ship
United Kingdom ↔ France42 tiles2,133 gold ← far below the threshold
Australia ↔ Indonesia214 tiles15,983 gold ← still below
Brazil ↔ South Africa413 tiles93,204 gold
United States ↔ United Kingdom452 tiles96,823 gold
India ↔ Australia462 tiles97,523 gold
Japan ↔ United States1,226 tiles136,300 gold

UK to France pays 45× less than a transatlantic route. On screen both look like “a port just across the water.” Because one grid cell is 100 tiles here, the rule is easy: put at least three cells between your port and its partner.

The best pairings are ocean crossings — Atlantic, Pacific, Indian. Check exact figures for any distance with the trade ship calculator.

Troop caps on this map

Leaderboard percentage converted back into tiles. Read the % straight off the leaderboard.

ShareTilesCap (no cities)Cap (city levels 10)
1%6,516488,5252,988,525
2%13,031688,8663,188,866
5%32,5781,120,4333,620,433
10%65,1571,646,7024,146,702
20%130,3142,444,3624,944,362

Cities dominate. At 1% of the map, ten city levels multiply your cap by 6.1. Doubling your land never comes close to that — which is the whole argument in how many cities.

These are internal values, ten times what the screen shows. A cap displayed as 48,852 is 488,525 internally.

Playing this map

  1. Pick a spot with an ocean in front of it — World’s value is in long trade routes, and they are only available to coastal starts → spawn selection
  2. Eat bots first. 72 nations means the discount is available almost everywhere early
  3. Cities before ports, and ports go far. Only pair with coastline more than three grid cells away
  4. Back onto mountains. At 27.6% they are common here, and magnitude 120 makes them the cheapest defence you never have to build
  5. Expect landings if you hold an island or a peninsula → stopping amphibious landings

The one-minute build order works the same on any map → the one-minute opening build.

Terrain shares and coordinates are counted directly from the game’s map files. When a map is regenerated it shows up in the patch value history.