Player field manual // Help & community

OpenFront Gold Income, Spending, and Budgeting

A compact guide to Gold income, spending, transfers, and choosing the next useful purchase without weakening your position.

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OpenFront Game screenshot
OpenFront // Game screenshot
01

How Gold enters and leaves your balance

Gold pays for structures, upgrades, Warships, and nuclear weapons. Human players receive a documented base 100 Gold per tick, while bots receive 50 per tick, with the lobby's Gold multiplier applied.

Additional Gold comes from conquering players, bots, and nations, from trade ships when they arrive at Ports, and from train visits to Cities.

Trade-ship revenue rises with distance through a sigmoid plus a linear distance term. Before the long-route visit penalty, a train visit pays 35,000 Gold at an allied City, 25,000 at a teammate City, or 10,000 at your own City.

In team lobbies, use the radial action on a player to donate Gold.

Treat available Gold as a set of options rather than attack money: stabilize a dangerous border, raise troop capacity, and then buy an income route suited to the lobby and map.

02

Choosing the next purchase

What should I build first with Gold?
Buy the item that removes the current bottleneck: choose a City when troop capacity matters or a Defense Post when one border is draining the opening.
Should I keep saving if my core is threatened?
Spend when survival requires it. A 50,000-Gold Defense Post that prevents a core capture can protect the larger stockpile plan.
Should my first trade node be a Port or Factory?
Choose a Port for a safe, valuable water route. Choose a Factory when trains are enabled and a protected City network is more reliable.
What changes when nuclear weapons are enabled?
Inspect rival infrastructure and your own core density before committing. A Missile Silo costs 1,000,000 Gold, and the first SAM costs 1,500,000 Gold.

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