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Browser Strategy Games With Real-World Maps, Compared

Frontlines and CONQUEST ship 20 real-world maps between them. Which browser strategy games use real geography, and how real each map is.

AH
Arthur HofDeveloper · Frontlines & CONQUEST
publishedOct 10, 2026
reading time6 min
Browser Strategy Games With Real-World Maps, Compared

Frontlines and CONQUEST between them ship 20 distinct real-world maps: 15 in each game, with 10 regions that appear in both. Frontlines draws the real coastline and generates the terrain on top of it. CONQUEST keeps the real coastline and carves the land into 18 to 42 territories.

That is the part that decides which map you want. Whether it is "real" depends on what you need from it: a shape you recognize, or borders you can argue about.

15real-world maps in Frontlines, 9 of them playable in multiplayer rooms
15real-world maps in CONQUEST, all of them in multiplayer lobbies
20distinct regions between the two games, 10 of them in both
132map folders in OpenFront's public repository

Frontlines draws the real coast and invents the terrain

The Frontlines map data is a land and water mask. The file header says it is generated from Natural Earth data, which is public domain. Nothing in the mask marks a country border, so the game has no real-world countries to fight over: your nation spreads over land tiles and stops at water or at another nation.

Everything else on the land is made up. The generator in map.js lays synthetic elevation and moisture over the mask, turns the high spots into highlands, the dry spots into desert and runs rivers downhill from the highlands to the sea. Those features change with the match seed. The coastline never does.

Real seas still matter. A body of water counts as navigable if it touches the map edge or is larger than 300 tiles, so a real strait is a real ship route and a small lake is not.

Every real map is cut to roughly the same 90,000-tile grid, wherever it is in the world. That has a side effect nobody sees in the map picker: how much land you get depends on how much sea the region contains. We ran the map generator on all 15 with a fixed seed.

MapMultiplayerGridLand tilesLand share
Strait of Hormuzsolo only368 x 24571,98079.8%
Eurasiayes395 x 22860,00666.6%
Vietnam & Indochinasolo only277 x 32552,99958.9%
Europeyes291 x 31052,21857.9%
Asiayes375 x 24052,20658.0%
Africayes294 x 30651,11656.8%
USAyes407 x 22147,77953.1%
Russiayes435 x 20745,68550.7%
Germanysolo only270 x 33343,76448.7%
South Americayes241 x 37342,10546.8%
North Americayes344 x 26134,01337.9%
Worldyes469 x 19226,75729.7%
Australia & Oceaniasolo only365 x 24725,10627.8%
Americassolo only303 x 29723,99726.7%
Southeast Asiasolo only349 x 25821,58124.0%

Normal size, one fixed seed, rivers excluded from the land count, so a different seed moves each figure by a few tiles. The multiplayer column is the list the game server accepts for rooms. Pangaea and Twin Continents are the two procedural maps on that list.

Frontlines on the Southeast Asia map six minutes into a free-for-all, with nations on separate islands
Southeast Asia, six minutes into a 15-nation free-for-all. The coastline is real, the shading and rivers on it are generated.

If you want to know what to do with a map once you have picked it, what to build first in Frontlines covers the opening on any of them.

CONQUEST keeps the coast and carves the land into territories

CONQUEST is turn-based and RISK-style, so a map has to be a graph of territories. The geometry file says how it gets there: each map projects real landmasses (or US state shapes) onto the canvas, then divides the land into territories with a Voronoi diagram around lon and lat seed points. The comment in the code puts it as real coastlines and stylized interior borders, the same trick as a printed board.

You can see it in the Japan screenshot below. Kyushu, Shikoku and Hokkaido are in the right place, and the territories inside them are polygons.

CONQUEST Japan map at the start of a game against bots, 22 territories grouped into regions
Japan has 22 territories in 8 regions. The coastline is real, the borders between territories are drawn.

The size of a map is the number of territories, and the bonuses come with the regions. We read all 15 map files:

MapTerritoriesRegionsHighest bonus
World Classic426Asia 7
USA397Midwest 4
Russia327Siberia 4
China317East 4
Asia306East Asia 5
Africa285West Africa 4
Europe276Eastern Europe 4
Middle East276Persia 4
North America276The North 3
Japan228Tohoku 3
Oceania196Western Australia 3
British Isles185Scotland 3
Germany185Norden 3
Nordics185Norway 3
South America185Brazilian Coast 4

World Classic is the one built on purpose to look familiar. The note in its map file calls it the traditional 42-territory, 6-continent layout on real Earth. CONQUEST is not affiliated with Hasbro, but if you know the board game, that is the map you know. Which continent to take first on it works through its bonuses.

Ten regions are in both games and ten are in one

If you only care about the place, this is the lookup.

RegionFrontlinesCONQUEST
WorldWorldWorld Classic
EuropeEuropeEurope
AsiaAsiaAsia
AfricaAfricaAfrica
North AmericaNorth AmericaNorth America
South AmericaSouth AmericaSouth America
USAUSAUSA
RussiaRussiaRussia
GermanyGermanyGermany
OceaniaAustralia & OceaniaOceania

Only in Frontlines: Southeast Asia, Americas, Eurasia, Vietnam & Indochina and Strait of Hormuz. Only in CONQUEST: British Isles, China, Japan, Middle East and Nordics. So a Japan or Nordics game is a CONQUEST game, and a Hormuz, Eurasia or Vietnam game is a Frontlines one.

The same region plays very differently in the two games. Frontlines gives you thousands of land tiles to expand across in real time. CONQUEST gives you 18 to 42 territories to fight over in turns. Real-time or turn-based goes through that choice.

Other browser games that use real geography

We make both games above, so this section only reports what each game's own site or repository says, checked for this page. We did not play them for it.

GameStyleWhat its own page says
OpenFrontReal-timeREADME: "various maps based on real-world geography". Its resources/maps folder lists 132 map folders, including world, europe, asia, africa, japan and straitofhormuz next to fantasy ones such as mars and luna. Open source
territorial.ioReal-timeNo map page. The game's own client script names World 1, World 2, Europe, Africa, Asia, North America, South America, Middle East, Scandinavia, Caucasia, Australia and British Isles, next to abstract maps such as Island and Desert
WarzoneTurn-basedIts wiki lists an Earth map by Grundie with 153 territories and 27 bonuses, split by real continents and regions
RivokReal-time"Real-time conquest battles for up to 100 players ... on a real world map." Free in the browser, with a login

Two caveats. OpenFront's folder count includes tournament maps (tourney1 to tourney4) and fantasy ones, and we did not check which are in the public rotation. territorial.io's names come from its client file, not from a published list, so the live selection may differ.

Where those games win is the part we cannot match. OpenFront has a far larger map library than our 20, going by its folder count, and territorial.io and OpenFront have far more people online than our lobbies do. If you want a real-world map with a crowd on it, they are the first place to look. Our Frontlines alternatives page and the CONQUEST one say the same thing in more detail.

How to pick a map for tonight

You wantOpenMap
A real strait with sea routes, soloFrontlinesStrait of Hormuz or Southeast Asia
The most land to expand acrossFrontlinesEurasia or Europe
Recognizable borders and bonusesCONQUESTWorld Classic
A short, small boardCONQUESTBritish Isles, Germany or Nordics, 18 territories each
A real-world map in a friends roomeitherRoom setup guide
The widest choice of mapsOpenFront132 folders in its repository

One practical limit: if you plan to play Frontlines with friends, check the multiplayer column in the table above first. Six of the 15 real maps, including Germany and the Strait of Hormuz, are solo only.

The numbers on this page come from src/map.js, src/maps_data.js and server/server.js in the Frontlines code, and from maps/*.js and shared/geometry.js in the CONQUEST code. The script that produced the tables is scripts/research/real-world-maps.mjs in the blog repository.

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