
Effect · every source
How to increase Defender Holding Advantage in CK3
75 sources raise Defender Holding Advantage and 0 lower it in the game files of patch 1.20.0.3.
defender_holding_advantageThe biggest boosts
+20CastleBuilding · Province · culture with Castle Keepers or Fortress Mastery
+16CaravanseraiBuilding · Province
+16Cattle PasturesBuilding · Province · culture with Pastorialists
What raises Defender Holding Advantage (75)
Cultural traditions (1)

Characters of this culture
tradition_tgp_imperial_peace· game/common/culture/traditions/tgp_traditions.txt
Culture pillars (1)
Innovations (2)

Provinces of this culture
innovation_rocket_cart· game/common/culture/innovations/tgp_innovations.txt
Grenades+5
Provinces of this culture
innovation_grenades· game/common/culture/innovations/tgp_innovations.txt
Buildings (71)

Castle+20
Province · culture with Castle Keepers or Fortress Mastery
Levels 1–4: +5 to +20 (4 levels give it)
castle· game/common/buildings/00_castle_buildings.txt
Caravanserai+16
Province
Levels 1–8: +2 to +16 (8 levels give it)
caravanserai· game/common/buildings/00_standard_economy_buildings.txt
Province · culture with Pastorialists
Levels 1–8: +2 to +16 (8 levels give it)
pastures· game/common/buildings/00_standard_economy_buildings.txt
Province
Levels 1–8: +2 to +16 (8 levels give it)
hunting-grounds· game/common/buildings/00_standard_economy_buildings.txt
Hill Farms+16
Province · culture with Upland Skirmishing, Amharic Highlanders, Hill Dwellers or Mountaineer Ruralism
Levels 1–8: +2 to +16 (8 levels give it)
hill-farms· game/common/buildings/00_standard_economy_buildings.txt
Watchtowers+16
Province
Levels 1–8: +2 to +16 (8 levels give it)
watchtowers· game/common/buildings/00_standard_fortification_buildings.txt
Hill Forts+16
Province
Levels 1–8: +2 to +16 (8 levels give it)
hill-forts· game/common/buildings/00_standard_fortification_buildings.txt
Outposts+16
Province
Levels 1–8: +2 to +16 (8 levels give it)
outposts· game/common/buildings/00_standard_military_buildings.txt
Marches+15
Each de jure county of the duchy
Levels 1–3: +5 to +15 (3 levels give it)
march· game/common/buildings/00_duchy_capital_buildings.txt
Province · culture with Castle Keepers or Fortress Mastery
Levels 1–4: +3 to +15 (4 levels give it)
temple-citadel· game/common/buildings/temple_citadel_buildings.txt
Each de jure county of the duchy
celestial-great-barracks· game/common/buildings/tgp_great_project_buildings.txt


Province
Levels 1–2: +5 to +10 (2 levels give it)
citadel-thang-long· game/common/buildings/00_special_buildings.txt

Province
Levels 1–4: +2 to +8 (4 levels give it)
idjang-forts· game/common/buildings/00_tribal_buildings.txt
Province
Levels 1–8: +1 to +8 (8 levels give it)
sacred-pool· game/common/buildings/temple_citadel_buildings.txt

Province
the-great-wall-shanhai-pass· game/common/buildings/tgp_great_project_buildings.txt
Province
the-great-wall-liaodong· game/common/buildings/tgp_great_project_buildings.txt
Alhambra+6
Province
Levels 1–2: +2 to +6 (2 levels give it)
alhambra· game/common/buildings/00_special_buildings.txt
Province
Levels 1–2: +2 to +6 (2 levels give it)
citadel-of-aleppo· game/common/buildings/00_special_buildings.txt

Province
Levels 1–2: +4 to +6 (2 levels give it)
hotin-fort· game/common/buildings/00_special_buildings.txt










Castle+5
Province · culture with Dexterous Fishermen, coastal
Levels 1–4: +2 to +5 (4 levels give it)
castle· game/common/buildings/00_castle_buildings.txt
City+5
Province · culture with Dexterous Fishermen, coastal
Levels 1–4: +2 to +5 (4 levels give it)
city· game/common/buildings/00_city_buildings.txt










Province
Levels 1–4: +5 to +5 (4 levels give it)
dean-mines· game/common/buildings/00_special_mines.txt
Temple+5
Province · culture with Dexterous Fishermen, coastal
Levels 1–4: +2 to +5 (4 levels give it)
temple· game/common/buildings/00_temple_buildings.txt
Province · culture with Dexterous Fishermen, coastal
Levels 1–4: +2 to +5 (4 levels give it)
temple-citadel· game/common/buildings/temple_citadel_buildings.txt
County
Levels 1–2: +2 to +4 (2 levels give it)
alamut-castle· game/common/buildings/00_special_buildings.txt

Province
Levels 3–8: +2 to +4 (6 levels give it)
ramparts· game/common/buildings/00_standard_fortification_buildings.txt
Province
Levels 5–8: +4 to +4 (4 levels give it)
curtain-walls· game/common/buildings/00_standard_fortification_buildings.txt
Province
Levels 1–2: +2 to +4 (2 levels give it)
palisades· game/common/buildings/00_tribal_buildings.txt
Province
Levels 1–4: +1 to +4 (4 levels give it)
kora-kora-yards· game/common/buildings/00_tribal_buildings.txt





Province
Levels 1–4: +2 to +4 (4 levels give it)
mont-st-michel· game/common/buildings/cp6_special_buildings.txt

Province · culture with Dexterous Fishermen, coastal
Levels 1–2: +2 to +3 (2 levels give it)
tribe· game/common/buildings/00_tribal_buildings.txt


Province
gongsanseong-fortress· game/common/buildings/00_special_buildings.txt

Province
Levels 2–8: +1 to +2 (7 levels give it)
hill-farms· game/common/buildings/00_standard_economy_buildings.txt


Source: game/common/buildings/00_castle_buildings.txt, game/common/buildings/00_city_buildings.txt, game/common/buildings/00_duchy_capital_buildings.txt, game/common/buildings/00_special_buildings.txt, game/common/buildings/00_special_mines.txt, game/common/buildings/00_standard_economy_buildings.txt, game/common/buildings/00_standard_fortification_buildings.txt, game/common/buildings/00_standard_military_buildings.txt, game/common/buildings/00_temple_buildings.txt, game/common/buildings/00_tribal_buildings.txt, game/common/buildings/ccp3_special_buildings.txt, game/common/buildings/cp6_special_buildings.txt, game/common/buildings/cp8_special_buildings.txt, game/common/buildings/temple_citadel_buildings.txt, game/common/buildings/tgp_great_project_buildings.txt, game/common/culture/innovations/tgp_innovations.txt, game/common/culture/pillars/00_ethos.txt, game/common/culture/traditions/tgp_traditions.txt and the English localisation, Crusader Kings III 1.20.0.3. Building chains are shown once, at their strongest level, with the range over their levels. Effects that come only from events or scale with a script value are not listed.