Economy

Spend gold on buildings

Reported gold tiers for cities, factories, ports, defense posts, warships, silos, and SAM launchers.

Spend gold on buildings

Reported gold tiers for cities, factories, ports, defense posts, warships, silos, and SAM launchers.

Gold is the build currency

Gold pays for the build menu. Cities, factories, and ports raise income and troop output. Defense posts stiffen borders. Warships patrol coasts. Missile silos and SAM launchers are the expensive end and open nuclear play.

There is no published gold-per-minute for a level 1 city. Use the payback calculator only after you have watched your own gold change. The 1,000 gold placeholder in that form is not a game stat.

Reported cost tiers

Building Gold tiers
City 125,000 / 250,000 / 500,000 / 1,000,000
Factory 125,000 / 250,000 / 500,000 / 1,000,000
Port 125,000 / 250,000 / 500,000 / 1,000,000
Defense Post 50,000 / 100,000 / 150,000 / 200,000 / 250,000
Warship 250,000 / 500,000 / 750,000 / 1,000,000
Missile Silo 1,000,000
SAM Launcher 1,500,000 / 3,000,000

The same report says players upgrade core cities and ports into double-digit levels to hold gold and troops for long wars. It does not give a price for level 10, level 11, and so on. Keep the four-step ladder and the double-digit comment as two observations. Do not invent the missing level prices.

A spending order that matches those prices

  1. First defense post, 50,000 gold, on the border you think will be hit.
  2. First city, 125,000 gold, on land behind that border.
  3. Factory, 125,000 gold, when a war is about to cost you troops.
  4. Port, 125,000 gold, only after you touch the sea.
  5. Warship, 250,000 gold, only if that coast is worth patrolling.
  6. Missile silo, 1,000,000 gold, when the rest of the nation can live without that gold.
  7. SAM launcher, 1,500,000 gold, when missiles are actually in the match.

This order is editorial. It follows the price list and the jobs the game states. It is not an official build queue.

Where to put them

Income buildings belong on land you can still own after the next attack. A city on the tile you just captured is the first thing you lose if the counterattack works. Ports belong on a coast you intend to use. Defense posts belong on the narrow or exposed border, not in a pile on the capital, unless the capital is the exposed border.

If you go broke

Stop opening new fronts. The Attacks panel will show what you still have to hold. Replace one building tier only after gold is climbing again. No interest rate, upkeep number, or troop-salary figure is published here, so do not subtract a made-up upkeep from your gold.

FAQ

Frequently Asked Questions

What is RoFront [World PvP]?

It is a top-down real-time conquest game on Roblox by Torrey Pines. You place a capital, expand a nation, build with gold, and fight to control 80% of the world. It is based on Open Front, with map credits to that game.

How do you win?

The official goal is to conquer 80% of the world. A recorded world victory said 80.2% of the land outside fallout. A recorded team victory said 80.1% of the land. Lose your nation and the game shows YOUR NATION HAS FALLEN and ELIMINATED.

How does a match start?

The prompt says CHOOSE YOUR STARTING LOCATION: Tap any unclaimed land to place your capital. After the countdown, THE WAR BEGINS. Grow through adjacent empty land until you meet a neighbor.

What happens if you break an alliance?

The confirmation says that for 30 seconds you are a TRAITOR, every nation sees it, and attacks on you cost only 50% of the troops. The penalty is public, not limited to the nation you betrayed.

Are there working codes?

No code string is confirmed. Do not use promo lists that claim Robux or unrelated skins. Check the in-game UI and the official Roblox page instead.

Does one server hold 88 players?

The game description says 88 player nations. The Roblox listing shows server size 30. This wiki does not know how many nation slots are humans, bots, or empty. Do not plan a match as if 88 people are guaranteed to be online.