There's a lot of luck involved too, sometimes you'll just get dogpiled by two neighbours and there's not much you can do, but at least it's fast.
In the beginning I tried out a bunch of ratios and never found any strategy that seemed to have worked. Now I just leave it on default for entire runs, won a handful of times in free-for-all, seems to work out OK for most cases.
In the first ~1 minute or so I keep 1K soldiers "at home" at all times, and whenever it goes above, I send them out in the "non-taken land", so basically medium-sized expansions until there is no land left. Then start attacking bots in the order of the money they have available, and once there is no bots left, start attacking humans.
Get allies at the beginning so that you may aggressively conquer bots without worrying about being conquered. Those ally may cross you, but they'll have a penalty so they are disincentive to do so.
https://github.com/openfrontio/openfrontio
It is heavily inspired by territorial.io .
One of the contributing devs made an open source version: warfront.io, which openfront is forked from and then heavily developed.
Warfront did not have any multiplayer so Evan, the creator of openfront, made it multiplayer and together with contributors made lots of new features.
Recently there has been some new activity on the warfront repo. Warfront added webgl rendering, and hopefully Openfront will have be inspired. Openfront does not work nicely on mobile and low end devices currently.
Yeah, seems there is a for-profit company running the show now, so expect some squeezing in the mid-to-long term.
Also, latest gameplay change seems to be trains, anyone had time to play around with it yet? I've played quite hours of Openfront and not sure how I feel about the train addition yet.
All the developing of openfront is done for free by contributors, unless something changed the last week or so
Talking about OpenFront. Seems to be run by a "OpenFront LLC", supposedly based in "SACRAMENTO, CA 95816" according to their privacy policy. Playwire (A "revenue amplification company") is also involved somehow into the operations, as you get redirected there when you hit "Advertise with us" link, I'm guessing they might be the publisher or something?
As for the actual people working on the codebase, it seems like there are two main authors which based on the activity seem to be full-time employees working on the project, or at least contractor-based.
Playwire is ad company I'm partnering with. I recently quit my job to work on this full time, so need to figure out some form of monetization.
Thanks a bunch for OpenFront as well, it's a really fun game I've spent lots of hours with already, although it's really hard :P Excited to see how the trains will be worked in, but it's also really enjoyable as it is so again, thanks for working on it!
Sadly communication and cooperation is very hard.
Yes and no: https://github.com/openfrontio/OpenFrontIO/blob/f0e9f97a7f6d... is 404
This game right here is a offspring of SC2 Risk Legacy map:
https://store.steampowered.com/app/1309610/Line_War/
Inspired from (imho):
https://sc2arcade.com/map/1/181632/
Both games have a small, dedicated community. Line wars usually require people in Discord to gather people for games.
The compelling thing about Risk games is that once you make it past the early game, it quickly shifts into a sophisticated social game where you have to LARP geopolitical diplomacy since most countries/armies are too big (entire sovereign nations) by the end game.
Is there a way to get more UI or feedback?
Raaaaaaugh!!!
A good strategy that works well for me is to prioritize moneymaking and win by cleaning up a nuclear wasteland. Some tips for that strategy aka trademaxxing:
* The fastest way to make money is to get lots of ports and ally with people near and far. Boats give you more gold depending on their distance traveled
* Set up turtled-in bases on islands and have warships patrolling near them to shoot down potential land invasions. This combined with your small land area will make it less appealing for the big countries to focus on you
* Once you have enough funds for a MIRV, maintain strategic deterrence by having multiple missile silos - so you can launch the MIRVs any time
* Continue to trademaxx and wait for the big countries to nuke each other into oblivion
* Once the time is right (and you have enough funds for multiple MIRVs), move in to clean up the nuclear wasteland. Get some cities but don't spend too much money. If another country starts attacking you at this point, you can MIRV them again. You are also much more resistant to MIRVs since your assets are in money instead of structures and can rebuild quickly
The end game is pretty unpolished, like how you stack buildings in a repetitive way, or spam buildings using a UI quirk instead of a simple quantity system, or invade a single pixel and then build buildings on that pixel.
So I'm curious how they'll decide to clean it up.
Select a grassland patch somewhere on the edge without many players around, many bots and an access to a see/river. More advanced version would be to start in a center and do more diplomacy later.
Send 20% of troops right away when game starts, then move a slider in a bottom left (attach ratio) to 35% and expand every time you get 40% of your population (like 6k, 8k, 10k checkpoints). Avoid PvP.
When there are no more free land left, start conquering bots. Try to encircle them, because you will annex them without spending troops, otherwise just try to get ones located on mountains last, because there's a penalty on mountains. You'll get gold every time you finish out the nation, spend this gold on cities first, then ports and some good forts to defend yourself.
The shift from PvE to PvP must be deliberate and opportunistic. Only attack when you have an advantage like when they're busy with another war, too expanded. Get some allies because breaking an alliance gives a penalty. Don't rush to conquer as it will make you weak in a short term.
Pick a strategy for your mid-game:
City-Maxxing - this strategy involves investing heavily in Cities to achieve an enormous maximum population cap. A player with many cities can field a colossal army, aiming to overwhelm opponents through sheer numbers and a rapid troop regeneration rate. This is a land-centric, brute-force approach.
Trademaxxing - this strategy focuses on building numerous Ports to create a vast trade network. The goal is to generate immense quantities of gold, which is then used to fund a powerful navy and a large nuclear arsenal. This is a sea-centric, wealth-based approach that aims to win through economic and technological superiority.
In the late game build Missile Silos and SAMs in fortified, mountainous locations, break some alliances with a huge attach armies, or break defenses with nukes.
To win launch MIRV on a biggest threat and swarm the areaTHE DISCORD LINK ON THE OPENFRONT SITE IS INVALID/EXPIRED
tkzed49•7mo ago
mdaniel•7mo ago
Look, I will never forgive Apple for choosing such horseshit, but on the other hand it's been that way for so many years that now if a site doesn't indicate more content is available to the user, it's no longer Apple's fault