Farthest Frontier: Defense, Walls & Town Protection
Wall engineering from palisade to fortress, tower placement for overlapping coverage, troop composition ratios, disease control protocols, and raider defense strategies.

Raiders in Farthest Frontier scale with your population and wealth. A 200-pop town with gold vaults attracts raids of 40+ raiders with battering rams. Without proper walls, towers, and troop management, your colony falls in minutes. This guide covers wall engineering, tower placement, troop management, disease control, and the complete defense progression from wooden palisades to stone fortresses.
🏰 Wall Engineering: Palisade to Fortress
| Wall Type | HP | Cost/Tile | Raider Protection | When to Build |
|---|---|---|---|---|
| Wooden Palisade | 200 | 2 logs | Blocks melee raiders. Archers shoot through gaps. Battering ram breaks in 4 hits. | Year 1-2: 30+ population |
| Stone Wall | 800 | 3 stone | Blocks all melee. Battering ram needs 16 hits. Immune to fire arrows. | Year 3-4: 80+ population |
| Fortified Stone Wall | 1,500 | 3 stone + 1 iron | Battering ram needs 30 hits. Trebuchet-resistant. Adds cover bonus for defenders on battlements. | Year 5+: 150+ population |
| Gate | 400-1000 | 4 planks + 2 iron | Weakest point. Always the first target. Double-gate design: outer gate → 3-tile corridor → inner gate. | Immediately after walls |
The Double Gate Kill Corridor
🗼 Tower Placement: The Overwatch System
| Tower Type | Range | Garrison | Best Placement |
|---|---|---|---|
| Watchtower | 40 tiles | 3 archers | Every 30 tiles along the outer wall. Provides overlapping coverage — each wall section covered by 2 towers. |
| Stone Tower | 50 tiles | 5 archers | Corners of the wall. Covers two wall sections simultaneously. Also flanking the gate corridor. |
| Fortified Tower | 60 tiles | 8 soldiers (archers or crossbowmen) | Critical chokepoint coverage. 1 per every 2 stone towers. Place at the gatehouse and at wall corners facing the expected raid direction. |
Tower Spacing Rule
⚔️ Troop Composition & Management
| Unit | Equipment | Role | Best Against | Pop Ratio |
|---|---|---|---|---|
| 🏹 Archer | Bow + Leather Armor | Ranged DPS from towers | Light armor, unshielded raiders | 1 per 15 pop |
| 🏹 Crossbowman | Crossbow + Chainmail | Heavy ranged, armor-piercing | Heavy armor, shielded raiders, battering ram crews | 1 per 25 pop |
| ⚔️ Soldier | Sword + Shield + Plate Armor | Frontline melee | Any raiders that breach the wall | 2 per 50 pop (minimum 4) |
| 🛡️ Spearman | Spear + Shield + Chainmail | Anti-cavalry, gate defense | Mounted raiders, battering rams | Situational (see mounted raids) |
Garrison Rotation
🦠 Disease Control & Sanitation
| Disease | Cause | Mortality | Prevention |
|---|---|---|---|
| Dysentery | Contaminated water. Well within 10 tiles of outhouse or animal pen. | 10-30% | Place wells 20+ tiles from waste sources. Upgrade outhouses to latrines by year 2. |
| Plague | Rat infestation in granaries and root cellars. | 30-60% | Build rat catchers near all food storage. Keep 200+ medicine stockpiled. Quarantine infected colonists in hospital. |
| Scurvy | No fruit/vegetable food group for 2+ months. | 5-15% | Diversify food: always have 1 vegetable crop + 1 fruit orchard active. Sauerkraut provides vitamin C. |
| Tetanus | Untreated wounds. Dirty hospital. | 5-10% | Stock medicine (1 per colonist). Build hospital with 2+ beds by year 2. Assign a dedicated doctor (priority 2). |
Plague Can Wipe a Colony
FAQ
When should I build my first wall?+
Year 2, when population hits 50. Start with a wooden palisade enclosing your core buildings (granary, storehouse, market, root cellar). Expand and upgrade to stone by year 4.
How many soldiers do I need?+
10% of population should be garrison-ready. A 200-pop town needs 20 archers/crossbowmen + 4 soldiers. Maintain arms and armor for all of them in the armory — unequipped soldiers are worse than no soldiers.
Best defense against battering rams?+
Crossbowmen on towers flanking the gate. They have armor-piercing bolts — 4 crossbowmen can kill a battering ram crew before the gate breaks. Also: build the gate on a hill — rams move slower uphill, giving your archers 40% more shooting time.