Who places them
R4/R5 / alliance management.
What the Outpost does
The Outpost is the bridgehead for the first foreign Stronghold capture in that warzone.
Once the alliance successfully captures a foreign Stronghold and establishes territory, the Stronghold itself becomes the more important territorial anchor.
Construction
Captured official/current guidance from the prior evidence set:
- Outpost is protected while under construction;
- reinforcements speed construction;
- alliance members can stage around it for the first foreign capture.
After construction
Maintained-current/current-official evidence:
- completed Outpost can be attacked;
- the previous official guidance says enemies attack it with individual squads rather than rallies.
Keep the no-rally wording version-noted until it is isolated in the current client.
Exact destruction / repair flow — upgraded
Current retained client evidence resolves the repair flow:
- First destruction: rebuilding may begin immediately.
- After that: 24-hour interval between rebuilds.
- Repaired Outpost returns at 50% durability.
- Ruins being repaired are not protected.
This is high-value R4/R5 guidance and should be shown as a compact repair-state card.
Outpost placement is a commitment
Before placing it, leadership should evaluate:
- nearest useful foreign Stronghold;
- whether that Stronghold connects toward a desired City;
- likely enemy response;
- travel/staging distance;
- active time zone of the target warzone;
- whether allies can help hold the bridgehead.
Outpost count
Maintained-current map guidance describes:
- maximum 4 Outposts per alliance;
- one Outpost per foreign warzone;
- a new foreign Outpost opportunity over the course of the Expedition.
Keep the exact accumulation cadence as maintained-current rather than first-party locked.
Outpost common mistakes
- Placing it near an easy Stronghold that leads nowhere.
- Treating the Outpost itself as the long-term objective after a Stronghold is secured.
- Rebuilding without understanding the 50%-durability return state.
- Assuming repairing ruins are protected.
- Forgetting the 24-hour rebuild interval after the first destruction.
- Failing to garrison/defend during the vulnerable completed state.