Why Defense Posts Matter
A Defense Post matters because it makes nearby borders harder and slower for invading ground forces to cross. It is a building for protecting an area rather than improving only the tile beneath it.
The openfront defense post provides resistance across a circular area around its location. That coverage can make a defended border substantially stronger, especially when the affected tiles also have favorable terrain modifiers.
Defense Posts do not provide an unlimited stacking strategy. Multiple posts do not stack, so players should focus on where one post’s radius will protect the borders they care about most.
| Defense Post effect | Value | |---|---:| | Defense bonus to nearby tiles | 5x | | Speed penalty to invading ground forces | 3x | | Coverage radius | 30 tiles | | Shape of coverage | Circular | | Build time | 50 ticks (5 seconds) |
Since version 22.6, borders affected by the resistance effect appear with a darker checkered pattern. This visual distinction helps identify borders currently receiving Defense Post resistance.
The checkered border appearance is useful for confirming the area that receives the resistance effect. The source describes the pattern as darker and checkered, distinguishing it from regular white borders. It represents affected borders rather than a separate building state.
A post's value comes from the borders it reaches. Its effect applies in a radius of 30 tiles, so its placement determines which nearby borders receive the defense bonus and movement penalty. The source describes the covered area as circular, which means coverage follows distance from the post rather than a straight-sided square or rectangle.
The building is specifically associated with resistance to invading ground forces. That makes it relevant when a player wants nearby borders to have both a stronger defense result and a greater speed penalty for an invading ground force. The source does not provide broader claims about other unit types, so the safest use of the building description is its stated ground-invasion role.
How the Defense Bonus Works
Defense Posts provide a 5x defense bonus to nearby tiles. The effect applies to all borders within a radius of 30 tiles from the post, forming a circular coverage area.
The Defense Post bonus stacks with the terrain modifier. This means the final defense value depends on the terrain of the affected tile, not simply on the building itself.
| Affected terrain | Terrain modifier | Defense Post result | |---|---:|---:| | Mountain | 1.2x | 6x defense bonus | | Highlands | 1x | 5x defense bonus | | Desert | 1x | 5x defense bonus | | Plains | 0.8x | 4.5x defense bonus |
A mountain tile affected by a Defense Post receives a total 6x defense bonus because the post’s effect combines with the mountain’s 1.2x terrain modifier. Highlands and desert tiles receive the standard 5x total. Plains receive a lower 4.5x total because their terrain modifier is 0.8x.
For players choosing a post location, these differences are important. A single coverage area can include several terrain types, but not every protected border receives the same final defense result.
| Terrain comparison | Mountain | Highlands or desert | Plains | |---|---:|---:|---:| | Total defense bonus with a Defense Post | 6x | 5x | 4.5x | | Difference from the 5x post bonus | Higher | No change | Lower |
The listed terrain results show why the affected border matters as much as the building location. A post may cover mountain, highlands, desert, and plains borders at the same time, while the final defense result remains tied to each individual affected tile's terrain modifier.
Mountains produce the highest listed total defense bonus. Highlands and desert use the listed 1x modifier, so they retain the 5x Defense Post result. Plains produce the lowest listed total because their 0.8x modifier reduces the total to 4.5x.
This does not mean a Defense Post has a different base bonus for each terrain type. Its listed defense bonus is 5x. The terrain modifier is what changes the final listed outcome. Keeping that distinction clear helps when comparing borders inside the same circular coverage area.
Because multiple Defense Posts do not stack, placing more than one post over a border already affected by another will not increase the defense result beyond the existing effect. A later post can still matter if it reaches borders outside the first post's radius.
Movement Penalties and Terrain
In addition to the defense bonus, a Defense Post provides a 3x speed penalty. This penalty also stacks with the terrain penalty on the affected tile.
The listed results show how the same Defense Post changes movement across different terrain. Mountains have the largest listed total speed penalty, while plains have the smallest listed total among these terrain types.
| Affected terrain | Base speed penalty | Total speed penalty with Defense Post | |---|---:|---:| | Mountain | 25 | 75 | | Highlands | 20 | 60 | | Desert | 20 | 60 | | Plains | 16.5 | 49.5 |
This combination makes terrain a meaningful consideration for defense. A Defense Post does not replace terrain effects; it works alongside them. Where its radius reaches mountain borders, the resulting defense bonus and speed penalty are both higher than on the other listed terrain types.
The effect is specifically described as resistance to invading ground forces. The source does not state that it affects every possible unit or interaction, so the reliable takeaway is that it protects borders against ground invasions within its radius.
The movement figures follow the same pattern as the defense figures: terrain remains part of the final result. A mountain's base speed penalty of 25 becomes 75 with the post, while a highlands or desert penalty of 20 becomes 60. On plains, the listed base penalty of 16.5 becomes 49.5.
| Terrain | Defense result | Speed-penalty result | |---|---:|---:| | Mountain | 6x | 75 | | Highlands | 5x | 60 | | Desert | 5x | 60 | | Plains | 4.5x | 49.5 |
This table presents the two stated effects together. Mountains have the strongest listed final defense bonus and the largest listed total speed penalty. Highlands and desert share the same listed final values, while plains have the lower listed values in both categories.
A player assessing a border within a post's 30-tile radius can use the terrain tables to understand the stated outcome. The building contributes its resistance effect, while the terrain modifier and terrain penalty determine the final listed defense and speed figures.
Cost, Construction, and Ownership
The first Defense Post costs 50,000 gold. The price rises by 50,000 gold for each additional building until it reaches the maximum cost of 250,000 gold.
A Defense Post can be built four times before the maximum cost is reached. Building one takes 50 ticks, which is listed as 5 seconds.
| Defense Post purchase stage | Cost | |---|---:| | First building | 50,000 gold | | Price increase per building | 50,000 gold | | Maximum cost | 250,000 gold | | Builds before reaching maximum cost | 4 |
The escalating cost means each additional Defense Post requires more gold than the first. Because multiple Defense Posts do not stack, buying more than one is most useful for extending protection to separate areas rather than increasing the resistance on the same border.
Defense Posts can change ownership. Other players can steal one by annexing the territory where it stands. A post is therefore tied to control of its tile: defending the surrounding borders is useful, but retaining the territory containing the building also matters.
The price rule provides a clear limit to the escalation described by the source. The first building begins at 50,000 gold, each price increase is 50,000 gold, and the stated maximum cost is 250,000 gold. The source also states that the building can be built four times before that maximum cost is reached.
| Construction and control detail | Source information | |---|---| | Build duration | 50 ticks, or 5 seconds | | Ownership change | Another player can steal the post | | How it is stolen | Annex the territory where it stands | | Overlapping posts | Multiple posts do not stack |
Construction time is separate from the purchase cost. Once a player chooses to build a Defense Post, the listed construction duration is 50 ticks, equal to 5 seconds. The source does not provide a different construction duration for later purchases.
Annexation is important because the post can be stolen rather than simply remaining with its original owner forever. If another player annexes the territory on which the post stands, that player can take the Defense Post. The source ties this outcome directly to annexing the building's territory.
When planning around a Defense Post, keep these points in mind:
- Its protection reaches borders within a 30-tile circular radius.
- Terrain changes the final defense and speed-penalty results.
- Multiple Defense Posts do not stack.
- The building can be stolen through annexation of its territory.
- Construction takes 50 ticks, or 5 seconds.
- Later purchases cost more until the price reaches 250,000 gold.
FAQ
What does an openfront defense post do?
An openfront defense post provides resistance to invading ground forces by giving nearby tiles a 5x defense bonus and a 3x speed penalty. Its effect covers borders within a circular radius of 30 tiles.
Do multiple Defense Posts stack?
No. Multiple Defense Posts do not stack. Adding another post will not increase the Defense Post effect on the same covered borders.
Does terrain affect a Defense Post?
Yes. The Defense Post defense bonus and speed penalty stack with terrain modifiers and terrain penalties. For example, a mountain tile receives a total 6x defense bonus and a total speed penalty of 75.
How much does a Defense Post cost?
The first building costs 50,000 gold. Its price increases by 50,000 gold until it reaches a maximum cost of 250,000 gold. It can be built four times before reaching that maximum cost.
Can another player take a Defense Post?
Yes. Other players can steal Defense Posts by annexing the territory on which they are built.