Which Nation to Pick in Frontkrieg: Strengths and Weaknesses
There is no single "best" nation in Frontkrieg: strength depends on where a nation sits on the 1914 map of Europe and how you play it. The short answer for a beginner is to judge any nation by four things — how many neighbors it has (that is, fronts), whether it holds a coastline and a fleet, what resources surround it, and how much room it has to expand. The great powers (Britain, France, Germany, Russia) are traditionally the strongest, but also the most visible — a coalition forms against them fastest. For your first game it is often smarter to take a peripheral nation with 2–3 neighbors: a safer rear and time to learn. The game is free and no pay-to-win, a new round starts every day, and the map holds up to 500 players and 70 AI nations across 4,800 provinces.
This article is for beginners choosing a nation before their first game, or wanting to get the most out of the one they were given. Below are the evaluation criteria, the nation archetypes on the 1914 map, and step-by-step tips. If you have not played yet, start with the other guides in the blog.
Is there a "best" nation? The short truth
There is no universally best nation — every strength has a price. A great power gives you a stronger economy and army at the start, but fights on several borders at once and draws the attention of its neighbors. A small nation looks weak, yet it has a quiet rear and time to build up.
Keep the game's tempo in mind: in Frontkrieg one tick equals one hour of real time, and that is when all 70 AI nations move. So a good geographic position matters more than a fast opening — over a full day (24 ticks), a bad two-front position will drain you faster than any starting advantage can pay off.
Four criteria for judging a nation
1. Position and number of fronts
The main criterion. Fewer neighbors mean fewer directions to defend. A nation with 2–3 neighbors holds a compact line; a central power with 4–5 borders expands fast but "bleeds" on several sectors at once. Before you commit, mentally count how many armies you will need for defense alone.
2. Coastline and fleet
A sea at your back means protection (no land army strikes from that side), your own amphibious landings, and maritime trade routes. Coastal and island nations lean on the fleet: how to build sea power is covered in our material on fleets and landings. A purely landlocked nation has no such cover.
3. Resources and economy
Look at the provinces around you: a rich hinterland feeds your army, a poor one forces you to fight for resources in the first days. Managing budget and resources is a topic of its own in the economy guide; but even at the nation-picking stage it helps to estimate whether your production can sustain the army you want.
4. Tempo and room to expand
Weak or neutral neighbors nearby are cheap room to grow in the first ticks. A nation surrounded only by strong players has almost nowhere safe to expand; a nation on the map's edge with neutrals next door can double its territory before the first serious war.
Nation archetypes on the 1914 map
Central Powers: Germany and Austria-Hungary
Strong industry and a central position allow fast expansion, but 4–5 borders mean a war on many fronts. A pick for confident players ready to juggle diplomacy and defense at the same time.
Sea power: Britain
Shielded by the sea, it dominates through fleet and landings and dictates terms along coastlines. The price is a slower land start: landings must be prepared, not simply walked across a border.
Continental giant: Russia
Vast territory and a deep rear make it almost immune to a quick knockout, but long distances slow reinforcements, and low province density spreads your forces thin.
Periphery and neutrals
Corner nations (the Scandinavian, Iberian, or Balkan edge of the map) have few neighbors and a calm rear. This is the best archetype for learning the mechanics without two-front pressure.
Historical background: who fought whom in 1914
Historically in 1914 the Central Powers — Germany, Austria-Hungary, and the Ottoman Empire (Bulgaria joined in 1915) — faced the Allies: Britain, France, the Russian Empire, Serbia, and Japan (Italy entered in 1915, the United States in 1917). For more on the blocs, see the World War I article on Wikipedia.
Frontkrieg recreates this map, but alliances form live in every game: your nation's historical bloc is not its fate. Yesterday's "textbook enemy" may well become your best ally by the second tick.
Beginner tips: which nation to start with
- First game: take a peripheral nation with 2–3 neighbors — a safe rear buys you time to learn.
- Second and third games: try a coastal nation (to feel the fleet) or a central one (for aggressive, pre-emptive play).
- Always: scout your neighbors in the first ticks, negotiate before you shoot, and never open two fronts at once.
When choosing, look less at a power's "loud name" and more at the map around it. For a beginner, a quiet nation with one land neighbor and a sea at its back is stronger than a great empire ringed by five hungry rivals.
Frequently asked questions
Which nation is the strongest in Frontkrieg?
There is no single one. The great powers (Britain, France, Germany, Russia) have the best economy and army, but they fight on several fronts and attract coalitions. For a first game, the practically stronger pick is a calm peripheral nation with a safe rear.
Can you win with a small nation?
Yes. On a map of up to 500 players, diplomacy and tempo outweigh starting size: timely alliances, fair deals, and quick capture of neutrals give a small nation a real chance to grow into a great one.
Which nation should a beginner pick?
A peripheral or corner nation — with 2–3 neighbors and a sea at its back. A safe rear gives you time to master economy, defense, and diplomacy without fighting on two fronts at once.
How many nations are on the Frontkrieg map?
Up to 500 players and 70 AI nations on the 1914 map of Europe with 4,800 provinces. Historically the sides were the Central Powers versus the Allies, but in every game the blocs form anew.
Conclusion
So "which nation to pick" is not a question of a single winner, but of balance: fewer fronts, a sea at your back, resources nearby, and room to grow. Judge a nation by these four criteria, take the periphery for your first game, and leave the great powers for later — once you can hold several borders at once. Ready to try? Pick a nation and start a game — a new round begins every day, free and with no pay-to-win.