OpenFront Building Tiers
City first. Port versus Factory by map. Defense Posts on chokes. SAM and Silo as a race.
This list ranks structures, not maps. For continents versus islands versus compact versus impassable boards, use the map archetype list. For the philosophy behind S–D, start at the Tier List Hub. Exact gold steps are in gold costs. Placement and upgrade prose lives in buildings; weapon math lives in nukes.
City is the only building we treat as always S-tier. Everything else is a context call.
S-tier: City, every lobby
Each City level adds 250,000 to troop cap. Costs follow 125k, 250k, 500k, then 1M. That formula is independent of Port and Factory, so your first City is never made more expensive by a coastal start. Troop growth peaks near 42% of cap; if the bar is pinned near full, a City is usually a better click than another attack into mountains.
Build Cities when:
- The troop bar keeps filling during quiet windows.
- You are about to fight on highlands or mountains and need a larger reserve.
- A team partner is already covering navy, so your gold should raise the shared cap.
Skip a City only when you are about to die on the current cap, or when a 50k Defense Post on a choke will save more troops than +250k max that you cannot grow into. That skip is rare.
A / S situational: Port versus Factory
Port and Factory share one cost counter. The first of either type is 125k; the second in the pair is 250k, then 500k, then 1M, regardless of which type you pick. Buying Port then Factory is not two cheap 125k buildings.
Port rises to S when:
- You spawn on water you can actually hold (Oceania, Japan, Britannia, Irish Sea, Gulf of St Lawrence, Las Vegas Strip).
- You need Trade Ships or Warships. Warships cost 250k, then 500k, then up to 1M, and they need a Port in that water.
- The win path is coastal enclosure rather than a rail spine.
Factory rises to S when:
- The landmass is compact or continental (Europe, France, Germany, United States, China, Pangaea) and trains will reach Cities.
- You already have a City or Port that can act as a paying stop — the Factory itself is not a paying stop.
- Navy is someone else’s job in a team lobby.
Factory falls toward C on scattered islands until you own a rail that actually runs. Port falls toward C on a landlocked highland spawn with no reachable sea. Do not copy a World FFA Port-first opener onto Deglaciated Antarctica and expect the same return.
See naval play when the Port call is close, and team games when one player should be the navy specialist.
A-tier on chokes: Defense Post
Defense Posts cost 50k, then +50k per post, capped at 250k. Range is 30 tiles. They do not stack on the same tile, and they are destroyed on capture rather than transferring. That last rule is why a 250k fifth post on a tile you expect to lose is a D-tier purchase even though the first 50k post is often A or S.
Place Posts on:
- Mountain passes and highland funnels.
- The one land approach to your core Cities.
- A Ranked 2v2 assigned lane where your partner cannot rotate.
Do not sprinkle Posts on a moving FFA front. The aura is wasted if the border walks off the 30-tile circle. Plains are cheaper to take than highlands, and mountains are slower still; a Post on a mountain choke multiplies an already expensive tile.
Silo versus SAM is a timing tier, not a flavor tier
Missile Silos cost 1M each. Atom Bombs cost 750k, Hydrogen Bombs 5M, MIRVs 25M + 15M × n (n = MIRVs already fired in the match). The smallest complete Atom plan from zero gold is 1.75M. A Silo with no ammo is B at best and D if it delayed a City.
SAM Launchers cost 1.5M, then 3M. In v33, MIRV warheads fly as real nukes and are interceptable. Starting a 30-second SAM after the missile warning is often too late. SAM is C while nobody has a Silo, A the moment you see the first 1M spend, and S in teams if the enemy bank can print a Hydrogen Bomb.
Practical race:
- If you will nuke, bank 1.75M before you click Silo, unless a partner is funding the Atom.
- If they will nuke, start SAM while they are still saving — not after the launch.
- Hydro at 5M beats a single cheap SAM if you cannot also contest land share. Two SAMs at 1.5M + 3M is 4.5M, still cheaper than one Hydro, but only if they finish before impact.
Full yield and intercept notes: nukes. Patch context: v33.
Quick reference by lobby
| Structure | FFA default | Teams | Islands / water |
|---|---|---|---|
| City | S | S | S |
| Port | A, S if you own the sea | A, S on a navy role | S |
| Factory | A inland | A if trains connect | C until a rail exists |
| Defense Post | A on one choke | S on assigned lanes | B unless a land bridge |
| Missile Silo | B until 1.75M is real | A with a shared bank | B |
| SAM Launcher | A after enemy Silo | S vs coordinated nukes | B |
Warships are not buildings, but they ride the Port decision: 250k / 500k / up to 1M, with v33 veterancy if they live. Treat a first Warship as an A-tier follow-up on water, not a substitute for the City you skipped.
After you pick a structure from this table, confirm the map still wants it on map archetypes, then spend against the live numbers in gold costs. Placement details stay in buildings; if the next click is a nuke, switch to nukes instead of forcing another Factory.
Frequently Asked Questions
Quick answers to the most common OpenFront questions.
Why is City always S-tier?
Because +250k troop cap per level is useful in FFA, teams, and islands, and City costs do not share a counter with Port or Factory. Almost every other structure can be wrong on a given spawn.
Do Port and Factory really share a cost counter?
Yes. The first of either type is 125k; the next in the pair is 250k, then 500k, then 1M. That is why this list refuses to crown a universal winner. See gold costs.
Should I stack Defense Posts on one tile?
No. They do not stack, they cover 30 tiles, and they are destroyed on capture. Put the cheap 50k post on a real choke, not a fifth 250k post on a tile you are about to lose.
When does SAM beat building a Silo of my own?
When an opponent already has a Silo and you cannot both fund 1.75M for an Atom plan and hold land. First SAM is 1.5M and must start before the missile is in the air. v33 also lets SAMs intercept MIRV warheads.
Where do I put this list next to maps?
Read map archetypes after this page so you do not drop an S-tier City-Factory plan onto a water board that wanted Ports. The Tier List Hub explains the S–D labels.
Is a Warship part of the building tier list?
It is a unit spawned from a Port. Treat it as a follow-up to an S/A Port, with costs 250k then 500k up to 1M, plus v33 veterancy. Naval routing is in naval play.