FRONTWARS FIELD MANUAL
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How to read this manual

31 map entriesclient v42.5checked 2026-11-03

A field manual for FrontWars

The gold loop in numbers

Gold buys everything, and three buildings make it: cities raise the ceiling on troops, factories lay rails that trains run on, and ports send trade ships that pay both ends of the route. All three cost 125,000.

The bottom-left HUD in a 2026-11-03 match: troops against their ceiling with the growth rate, the gold balance, and the attack ratio with its troop conversion.
What this shows the whole economic read-out the client gives you: no income figure is printed, only the balance and the troop growth.Captured 2026-11-03Client v42.5Plate 1

All ten prices

Read off the build bar and the build menu, 2026-11-03
BuildingWhat the tooltip saysCost
CityIncreases max population125,000
FactoryProduces units125,000
PortAllows naval units125,000
Defense PostIncreases defenses50,000
Missile SiloLaunches missiles1,000,000
SAM LauncherAnti-aircraft defense1,500,000
WarshipBattleship unit250,000
Atom BombNuclear weapon750,000
Hydrogen BombThermonuclear weapon5,000,000
MIRVMultiple independently targetable warheads35,000,000

The client abbreviates: 125K, 1.00M, 35.0M. The table prints the digits, because a thousand here or there is a city.

Two entries carry different descriptions in two places in the same build. The build-bar tooltip calls a factory something that creates railroads and spawns trains; the build menu calls the same factory something that produces units. The port is sends trade ships to generate gold in one and allows naval units in the other. We quote both rather than pick.

What the HUD actually shows

There is no income figure anywhere on the screen. You get a gold balance and a troop line of the form current / maximum (+growth). Everything else about your economy you learn from watching the balance move, or from the leaderboard's Gold column, which every player has.

That is worth knowing before you compare notes with anyone: a guide that quotes "gold per second" is quoting something the client does not display.

The loop, in the order it pays

City raises the troop ceiling, so the growth line keeps climbing instead of flattening. Factory lays rails toward nearby cities, ports and factories — you do not place track, the building does — and trains pay on every visit. Port needs water, sends trade ships, and both ends of the route are paid; a warship can capture those ships, which is why a port wants a warship near it.

Rails connect to friendly buildings as well as your own, which is the detail most guides skip: a line that runs through an ally's city keeps paying.

What we have not measured

We did not time the loop. Gold per minute, the payout of one train visit and the size of a trade-ship payment are all absent from this page, because measuring them needs a controlled run with a stopwatch and one variable at a time, and a single match is not that run. They are the first experiments in the next session.

Until then the honest build order is the cheap one: a defence post at 50,000 first if a border is contested, then a city, then a factory. Buying a missile silo at 1,000,000 before your second city is how a promising start stalls.

Last checked against the client: 2026-11-03 · client v42.5