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.
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
| Terrain | Share | Loss magnitude (unitless, highland = 100) |
|---|---|---|
| Plains | 34.4% | 80 |
| Highland | 37.9% | 100 |
| Mountain | 27.6% | 120 |
Weighted average magnitude is 98.6. Against the other common maps:
| Map | Plains | Highland | Mountain | Avg magnitude |
|---|---|---|---|---|
| Europe | 57% | 30% | 13% | 91.3 |
| Korea | 60% | 26% | 14% | 90.7 |
| Japan | 46% | 46% | 8% | 92.4 |
| World | 34% | 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.
| Nation | Coordinate | Cell | Nation | Coordinate | Cell | |
|---|---|---|---|---|---|---|
| Canada | (374, 186) | D2 | Russia | (1351, 134) | N2 | |
| United States | (484, 284) | E3 | China | (1527, 303) | P4 | |
| Mexico | (375, 374) | D4 | India | (1331, 353) | N4 | |
| Brazil | (684, 574) | G6 | Japan | (1710, 290) | R3 | |
| Argentina | (565, 737) | F8 | Indonesia | (1511, 524) | P6 | |
| United Kingdom | (925, 186) | J2 | Australia | (1679, 657) | Q7 | |
| France | (948, 221) | J3 | Egypt | (1094, 340) | K4 | |
| Germany | (990, 195) | J2 | South 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.
| Route | Distance | Revenue per ship |
|---|---|---|
| United Kingdom ↔ France | 42 tiles | 2,133 gold ← far below the threshold |
| Australia ↔ Indonesia | 214 tiles | 15,983 gold ← still below |
| Brazil ↔ South Africa | 413 tiles | 93,204 gold |
| United States ↔ United Kingdom | 452 tiles | 96,823 gold |
| India ↔ Australia | 462 tiles | 97,523 gold |
| Japan ↔ United States | 1,226 tiles | 136,300 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.
| Share | Tiles | Cap (no cities) | Cap (city levels 10) |
|---|---|---|---|
| 1% | 6,516 | 488,525 | 2,988,525 |
| 2% | 13,031 | 688,866 | 3,188,866 |
| 5% | 32,578 | 1,120,433 | 3,620,433 |
| 10% | 65,157 | 1,646,702 | 4,146,702 |
| 20% | 130,314 | 2,444,362 | 4,944,362 |
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
- 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
- Eat bots first. 72 nations means the discount is available almost everywhere early
- Cities before ports, and ports go far. Only pair with coastline more than three grid cells away
- Back onto mountains. At 27.6% they are common here, and magnitude 120 makes them the cheapest defence you never have to build
- 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.