Frontkrieg Score and Ranking: How Points Are Calculated
Your ranking in Frontkrieg runs on a single open formula, and it is worth memorising: score = provinces × 100 + (population ÷ 1000) × 2 + army strength × 1 + (treasury gold ÷ 1000) × 1. Four components, four weights, no hidden coefficients. That makes the match leaderboard less a vanity number and more an exact snapshot of how much land, people, guns and money you control right now. Below is what each component does, why a single province outweighs your entire artillery park, and which actions actually move you up the table.
In short:
- The formula: 100 points per province, 2 points per thousand population, 1 point per unit of army attack, 1 point per thousand gold in the treasury.
- Score is recalculated on the daily tick, and the table shows the change over the last 24 hours next to it - your gain or your collapse.
- Army strength is the summed attack value of every unit you own, both garrisons and field armies: infantry 4, artillery 8, tank 30, battleship 45.
- Territory dominates everything: one province = 100 points = 100,000 gold in the bank = 25 infantrymen.
- Score is not a victory condition. The match is won by whoever holds 60% of the map's land provinces or outlives every other nation.
This article is for players who have already finished at least one match, have seen the leaderboard, and want to know exactly what sits behind it.
What score is and where you see it
Score is the numeric ranking of each nation inside a single match. It does not carry over between games and has nothing to do with your account level: experience, levels and achievements live separately, and there is a dedicated breakdown of the player profile.
The match leaderboard shows four things at once: the total score, your rank, the breakdown of where the points came from (territory, population, army, money) and the change over the last day. That last column is the most useful one: if you had 1,400 points yesterday and 1,310 today, somebody has taken a province from you, or your army lost more than you managed to rebuild.
The four contributions always add up to exactly the total score. There are no hidden bonuses for playstyle, for the number of alliances, or for aggression.
The ranking formula: four components
Territory: 100 points per province
The heaviest weight in the formula. Every province under your flag is worth exactly 100 points, whether it is a factory-packed capital or a bare mountain tile at the edge of the map. For the ranking, only ownership counts.
The consequence is blunt: capturing a single province is worth more than dozens of hours of saving money. And losing one costs exactly the same.
Population: 2 points per thousand inhabitants
The second component rewards the quality of your territory. The total population of all your provinces is divided by a thousand and multiplied by 2. A province of 3,000 people adds 6 points on top of its base 100; a province of 6,700 adds roughly 13.
The gap is small but telling: in the ranking, a rich industrial region beats an empty coastline by only a handful of points, while in the economy the difference is enormous, because tax accrues from every inhabitant.
Army: 1 point per unit of attack
Army strength is the sum of the attack value of every unit you own - garrison stacks sitting in cities and field armies on the march alike. Attack values come straight from the unit catalogue:
- infantry - 4
- armoured car - 6
- artillery - 8
- cavalry - 12
- fighter - 10
- railway gun - 30
- tank - 30
- bomber - 40
- submarine - 40
- heavy tank and battleship - 45 each
So a corps of 50 infantry is worth 200 points, while a squadron of five battleships is worth 225. Which unit beats which, and why raw attack is not the same as usefulness, is covered in the guide to unit types and counters.
Treasury: 1 point per thousand gold
The final component is cash on the national account. Every thousand gold is 1 point. Starting a match with 50,000 gold already puts 50 points on the board before a shot is fired.
One caveat: only money counts, not resources. A warehouse full of grain, coal or oil contributes nothing to score.
A worked example with real numbers
Take an average player in mid-match: 14 provinces, 38,000 total population, an army of 20 infantry, 6 artillery batteries and 2 tanks, and 120,000 gold in the treasury.
- Territory: 14 × 100 = 1,400 points
- Population: 38,000 ÷ 1000 × 2 = 76 points
- Army: 20 × 4 + 6 × 8 + 2 × 30 = 80 + 48 + 60 = 188 points
- Money: 120,000 ÷ 1000 × 1 = 120 points
Total: 1,784 points. Territory accounts for 78% of the ranking, while the army that cost over 200,000 gold accounts for just 10%.
Why the ranking is not the win condition
Leading the table wins you nothing on its own. A match ends when somebody controls at least 60% of the map's land provinces, or when a single nation is the only one still holding territory - the full breakdown is in the article on victory conditions.
In practice score is a gauge, not a goal. A ranking leader with a huge treasury and no army loses to the neighbour who converts money into troops and takes provinces. The reverse is just as true: a drop of 300-400 points in a single day is the earliest warning that your front is failing, long before it becomes obvious on the map.
How to climb the table: what actually pays
Let us price each component per gold coin invested.
- Keeping gold in the treasury: 1,000 gold = 1 point. The baseline.
- Recruiting an infantryman: 5,500 gold becomes 4 army points, but leaves the treasury where it was worth 5.5. Net effect on score: minus 1.5.
- Building artillery: 12,000 gold buys 8 points instead of 12. Net effect: minus 4.
- Building a tank: 25,000 gold buys 30 points instead of 25. Net effect: plus 5.
- Capturing a province: plus 100 points immediately, plus its population, plus its production for good.
The counter-intuitive conclusion: producing troops barely moves the ranking by itself, and cheap units nudge it slightly downwards. What moves the ranking is the land those troops take. An army is a machine for converting money into provinces, not a way to pad your score.
Three practical takeaways:
- Do not sit on a pile of gold. Every 100,000 gold in the bank is worth one province in points, but spent on time it buys three or four.
- Take populated provinces first. They award the same 100 points but more tax, which funds a faster next push.
- Hold what you take. A freshly captured province starts at 25 morale and can revolt if you walk away - the guide to province morale explains how to stop that.
Four mistakes that freeze your ranking
- Hoarding money "for later". Gold in the treasury is the worst asset per point and the best asset per opportunity.
- Building an army with no offensive plan. Upkeep drains the treasury every hour, so an idle army quietly lowers two score components at once.
- Reading only the total. Check the breakdown: a fall in the army row after a battle and a fall in the territory row are completely different problems.
- Ignoring the daily delta. If score drops three days running, the situation is already critical - there is a separate guide on coming back from a losing position.
Frequently asked questions
How often does the Frontkrieg ranking update?
The stored score is recalculated once per in-game day, on the daily tick, together with the victory check. The leaderboard itself computes the current figures live, so changes after a battle appear immediately, while yesterday's stored value is what powers the 24-hour delta.
Does the player at the top of the ranking win the match?
No. Score is not a victory condition. The winner is the nation that controls 60% of the land provinces or is the last one left holding territory. The top of the table only shows who is closest to that.
Does a large army lower my score?
The army itself always adds points, but its upkeep eats gold every hour, and gold is also counted in score. A large army that never fights slowly lowers your total ranking through a draining treasury.
Do resources count towards score?
No. Only national money appears in the formula. Stockpiles of grain, iron, lumber, coal, oil and gas have no effect on the ranking, even though they decide how many troops you can build at all.
Summary
The Frontkrieg ranking is four numbers, not magic: provinces at 100, population at 2 per thousand, army attack at 1, and money at 1 per thousand. Territory outweighs everything else combined, so the fastest way up the table is turning saved gold into actual captures rather than into a comfortable balance.
Historically that mirrors the logic of World War I itself: empires measured their strength in mobilisation tables, but the war was settled by the kilometres of front they could actually hold.
Test the formula in your own match: Frontkrieg is free, runs in the browser and has no pay-to-win shop, so pick a game in the lobby and watch your score shift after the very first capture. More mechanics breakdowns are in the Frontkrieg blog.