Holding your ground
Claiming a cell is the easy part. Every cell you hold has a grip that loosens while you stay away, and walking it again is what tightens it.
Two meters
Each cell you hold carries two numbers. Defense is the buffer, and it starts at 40 out of 100 the moment you claim the cell. Control is your actual grip, and it starts full at 100.
Defense drains by 12 points a day from your last visit. Control does not move at all while defense has anything left in it. Only once defense reaches zero does control start dropping, and then only by 6 points a day.
The effect is a grace period. A freshly claimed cell has a bit over three days before your grip starts loosening, and a cell you visit regularly never loses any grip at all.
What the states mean
Those two numbers put every cell into one of four states, which is what the map colours.
| State | When | What it means |
|---|---|---|
| Held | Defense above 25 | Solid. Nothing needed. |
| At risk | Defense below 25 | The buffer is nearly gone. One visit refills it. |
| Contested | Defense at zero for about six days | The buffer has run out and your hold is fading. A visit still recovers it. |
| Dormant | Control below 35, or twelve days away | The cell has dropped off your active map. Walking it again brings it back. |
Contested is a description of your own neglect rather than of anything happening around you. Nobody takes a cell off you in MovenRun. Time is the only thing that moves a cell down this list, and a visit is the only thing that moves it back up.
Returning
When you save a session, every cell you already held that your route crossed gets refreshed automatically. Defense goes up by 40 and control by 10, both capped at 100, and the clock starts again from that moment.
That is the main way ground stays yours, and it costs nothing beyond going for the walk. A regular route through your own neighbourhood keeps a dozen cells permanently solid without you ever thinking about it.
Fortifying
Fortifying is the deliberate version. From a cell's detail view you can add 25 to its defense without going anywhere, once per cell per day. It is free.
Fortifying tops up the buffer and nothing else, so it buys time rather than grip. It is what you reach for when you know you will be away for a while.
Bringing a dormant cell back
A dormant cell is not lost. It sits on your map in a faded state, and the next session whose route crosses it picks it straight back up. Long absences cost you position, not history.