Why Warships Matter

Warships turn water routes into a contested part of an OpenFront match. They can attack hostile warships and transport ships, capture eligible trade ships, and help deny opponents the economic value moving across the sea.

A fleet is especially useful where ports, trade routes, and open water create frequent contact with enemy vessels. Their value is not just direct combat: a captured trade ship switches to the warship owner's nation and can generate more gold.

Warships are a building subtype called a boat in one source, while another describes them as naval units. In practical terms, they are purchased for water operations and depend on ports for key support.

CapabilityWhat warships do
Naval combatAttack nearby enemy warships and transport ships
Trade captureCapture qualifying trade ships and assign them to the warship owner's nation
PatrolRemain in an assigned area when no targets are present
ChasePursue eligible trade ships
Water movementMove freely in water rather than being territory-bound

The general game economy makes ports especially important. Ports generate trade ships, grow the economy, and allow players to build warships for attacking and raiding. That means naval strength begins with shoreline access and a functioning port network.

OpenFront screenshot 1
Image: Steam

Buying and Deploying a Warship

To buy a warship, target a water source, open the build menu, and purchase it with enough gold. The warship appears at the nearest owned port and moves toward the targeted location.

A port is therefore a basic requirement before deployment. Build one on a shoreline first, then select water where you want the ship to operate. This creates a clear setup sequence:

  • Establish a port on a shoreline.
  • Choose a water location from the build menu.
  • Purchase the warship with sufficient gold.
  • Let it deploy from the nearest owned port toward the selected area.

The first warship costs 250,000 gold. Each additional owned warship increases the price by 250,000 gold, up to a maximum cost of 1,000,000 gold.

Warships owned after purchasePurchase cost
1250,000 gold
2500,000 gold
3750,000 gold
4 or more1,000,000 gold maximum

The documented formula is:

cost = Math.min(1_000_000, (numWarships + 1) * 250_000)

Because each additional ship becomes more expensive, a larger fleet should have a clear purpose. A player may want coverage for active trade routes, protection against enemy transports, or pressure on an opponent's water access. Buying ships without an area to patrol or targets to contest can tie up gold that could otherwise support cities, ports, factories, defenses, or missile infrastructure.

Video: OpenFront gameplay and trailer

Movement, Patrols, and Port Support

A warship can normally move one tile per tick, with each tick listed as 100 milliseconds. It is not territory-bound and can move freely in water. When chasing trade ships, it doubles its speed to two tiles per tick.

Warships patrol their assigned area when no targets are present. If hostile vessels enter their targeting range, they engage automatically. After targets are eliminated, the ships return to patrol.

PropertyDocumented value or behavior
Health1,000 HP
Normal movement1 tile per tick
Chase movement2 tiles per tick
Territory restrictionNone in water
Repair rate1 HP per tick with at least one port
Targeting range130 tiles

Ports remain essential after a ship is deployed. Warships heal one HP per tick when their owner has at least one port. A source also states that warships do not heal or capture trade when their owning player has no port.

This makes the loss of every port a serious naval setback. A ship may still be present on the water, but it loses repair support and cannot capture trade ships. Protecting shoreline infrastructure is therefore part of protecting the fleet.

One source describes direct selection and movement by clicking a warship and then clicking water. Another says warships cannot be manually controlled. Since these sources conflict, players should treat patrol assignment and the current in-game controls as the authority for their version rather than relying on either description alone.

OpenFront screenshot 2
Image: Steam

Combat and Trade-Ship Capture

Warships automatically fight enemy warships and transport ships. During combat, they fire shells until the target is destroyed. Their documented combat rate is one shell every 20 ticks, or two seconds, and each shell deals 250 damage.

Combat detailDocumented value
Attack rateOne shell every 20 ticks
Attack interval2 seconds
Damage per shell250
Shell lifetime20 ticks / 2 seconds
Shell speed3 tiles per tick
Targeting range130 tiles

When several possible targets are present, warships use a stated priority order:

  1. Transport ships
  2. Enemy warships
  3. Trade ships

A warship instantly reloads after shooting a transport ship, according to the source. That makes transport ships a particularly important threat and opportunity when naval units meet.

Trade capture is different from destroying a target. When a warship encounters a trade ship that is not heading to one of the warship owner's ports, it rushes toward the ship and captures it upon contact. The captured trade ship is assigned to the warship owner's nation.

Not every trade ship can be captured. The ship must meet all relevant conditions:

  • It cannot belong to you or one of your allies.
  • It cannot be heading toward one of your ports.
  • It cannot belong to a player allied with your ally.
  • It cannot be near a coast.

The game can help identify these cases when the player holds the space bar. Trade ships appear green when they belong to the player or are headed to one of that player's ports. Yellow indicates that an alliance makes the ship uncapturable. Red identifies a capturable trade ship.

This color system matters because capture rules include ownership, destination, alliance relationships, and coastal position. Before committing a warship to a chase, confirm that the target is actually eligible.

FAQ

What are openfront warships used for?

Openfront warships patrol water, attack enemy warships and transport ships, and capture eligible trade ships. Captured trade ships switch to the warship owner's nation and can generate more gold.

How much does a warship cost?

The first costs 250,000 gold. The cost rises by 250,000 gold for each ship owned, with a maximum purchase cost of 1,000,000 gold.

Do warships need ports?

Yes. A warship spawns from the nearest owned port after purchase. Having at least one port also enables its documented repair rate, and a source states that ships cannot heal or capture trade without a port.

What ships do warships target first?

Their listed priority is transport ships first, then enemy warships, then trade ships.

Can every enemy trade ship be captured?

No. A trade ship is not capturable if it belongs to you or an ally, is traveling to your port, belongs to a player allied with your ally, or is near a coast.