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<div class="pi-pageimage" style="display:none">[[File:Icon-camp-bldg-campfire.png|128px]]</div> | |||
The '''Tribe''' (your '''camp''', {{Icon|camp-bldg-campfire}} in the sidebar) is a separate survivor-clan layer: stranded '''wanderers''' drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through six '''Material Ages''', and you send strike teams against '''rogue-clan outposts'''. It runs alongside the rest of the game and is '''never''' tied to your [[Skills]], [[Creatures|dinos]], or [[Homestead]] — the camp is its own thing. | The '''Tribe''' (your '''camp''', {{Icon|camp-bldg-campfire}} in the sidebar) is a separate survivor-clan layer: stranded '''wanderers''' drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through six '''Material Ages''', and you send strike teams against '''rogue-clan outposts'''. It runs alongside the rest of the game and is '''never''' tied to your [[Skills]], [[Creatures|dinos]], or [[Homestead]] — the camp is its own thing. | ||
Revision as of 23:15, 26 July 2026
The Tribe (your camp, in the sidebar) is a separate survivor-clan layer: stranded wanderers drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through six Material Ages, and you send strike teams against rogue-clan outposts. It runs alongside the rest of the game and is never tied to your Skills, dinos, or Homestead — the camp is its own thing.
- Not to be confused with Rivals, the fifteen enemy tribes you raid with your dino pack. This page is your own camp of survivor workers.
The Tribe arc shipped in three phases: the Campfire (v0.35.0), Craft & Guard (v0.35.5), and Ages & Outposts (v0.36.0). The Great Rebalance (v0.36.9) then added the Moonstone Age, two more outposts, and the Foreman's Ledger.
Wanderers
Light the campfire and stranded survivors wander in over time (arriving online and offline). As your camp's prestige grows, rarer, more productive tiers start to appear; you welcome each wanderer in or turn them away.
| Wanderer | Gather rate | Watch security | Appears at prestige | Spawn weight |
|---|---|---|---|---|
| Novice Vagrant | ×1.0 | 2 | 0 | 100 |
| Seasoned Forager | ×1.6 | 3 | 3 | 40 |
| Expert Scavenger | ×2.4 | 5 | 7 | 16 |
| Vanguard Elite | ×3.5 | 8 | 12 | 6 |
Spawn weight is how often that tier is rolled once it is eligible: even at high prestige the common Novice (weight 100) still shows up far more than a Vanguard Elite (weight 6), so a strong camp is built by welcoming many and turning away the weak.
Gather rate multiplies the base rate; Watch security is what that worker adds on the night watch. A worker's base gather rate is 0.7 per minute — comparable to an early hired-hand dino — before its tier multiplier and the current Age's multiplier.
Camp basics: a wanderer arrives about every 4 minutes at base, speeding up toward a 1-minute floor as the Campfire and your Age improve arrival. A new camp houses 2 workers and holds 120 of each item in its stockpile; the Living Quarters and Central Depot raise those. Workers are transient — founding a new Age retires them (see below).
Putting workers to work
Assign each worker to a job. As with hired hands, your tribe plays by your rules — a worker can only gather what you've unlocked yourself; locked options show why.
- Gathering — stocks the camp stockpile on a steady clock (online and offline); one tap collects everything into your Bank.
- Artisan / conversion lines — workers run smelting, Cooking, Crafting, and Alchemy recipes you've unlocked, pulling materials from the stockpile first and your Bank second, and stacking the results in camp. The Smelting Furnaces building speeds every line.
- Night watch — see below.
Arm your people: workers wear weapon, chest, and legs gear — plain pieces from your Bank or forged masterworks from the gear locker. Kit speeds their work, hardens the watch, and sets their strike-team power at the outposts. A wounded worker wears a chip and sits out all jobs until it heals.
Camp buildings
| Building | Max level | Effect per level |
|---|---|---|
| Living Quarters | 12 | +1 worker housed (base cap 2) |
| Campfire | 12 | Faster wanderer arrival + raises camp prestige |
| Central Depot | 12 | +60 to every stockpile cap (base 120) |
| Smelting Furnaces | 10 | +10% artisan (conversion) speed |
| Watchfire | 10 | +2 Security against night raids |
| Foreman's Ledger | 7+ | Auto-banks the camp stockpile on a timer; cap rises with Material Ages (see below) |
The Foreman's Ledger (added v0.36.9) periodically empties the camp stockpile straight into your Bank on its own, so a long offline stretch no longer sits idle at the stockpile cap. Its timer starts at every 8 hours at level 1 and speeds up an hour per level to 1 hour at level 8; past that it keeps shrinking 5 minutes per level down to a 30-minute floor (level 14+). The base level cap is 7, and it rises further as you advance Material Ages.
Camp prestige is the sum of your camp's development, and it's what draws the better wanderers.
Building costs
Since v0.36.63 every camp building climbs through three cost bands: starter Grasslands goods at low levels, then something you craft or smelt, then a biome armour material you have to travel for. The early levels cost exactly what they always did — the new bands only open above the levels most camps have built, and the scarce materials are asked for in small numbers.
Each building sends you somewhere different for its top band: Living Quarters want Bogscale from the Murkwater Swamp, the Campfire Deepchitin from the Cavern Depths, the Central Depot Slagplate from the Scorched Badlands, the Smelting Furnaces Reefshell from the Coral Shallows, and the Watchfire Rimepelt from the Frozen Wastes.
| Building | Material | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 | L10 | L11 | L12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Living Quarters | Fernwood | 20 | 30 | 45 | 68 | 101 | 152 | 228 | 342 | 513 | 769 | 1,153 | 1,730 | 5,151 |
| Plains Fiber | 12 | 18 | 27 | 41 | 61 | 91 | 137 | 205 | 308 | 461 | 692 | 1,038 | 3,091 | |
| Twine Rope | — | — | — | — | 4 | 5 | 7 | 9 | 11 | 15 | 19 | 25 | 95 | |
| Bogscale | — | — | — | — | — | — | — | — | 3 | 4 | 5 | 6 | 18 | |
| Campfire | Fernwood | 15 | 23 | 34 | 51 | 76 | 114 | 171 | 256 | 384 | 577 | 865 | 1,297 | 3,863 |
| Stone | 10 | 15 | 23 | 34 | 51 | 76 | 114 | 171 | 256 | 384 | 577 | 865 | 2,576 | |
| Hide | — | — | — | — | 2 | 3 | 4 | 5 | 8 | 11 | 15 | 21 | 69 | |
| Bronze Ingot | — | — | — | — | 4 | 5 | 7 | 9 | 11 | 15 | 19 | 25 | 95 | |
| Deepchitin | — | — | — | — | — | — | — | — | 3 | 4 | 5 | 6 | 18 | |
| Central Depot | Fernwood | 30 | 45 | 68 | 101 | 152 | 228 | 342 | 513 | 769 | 1,153 | 1,730 | 2,595 | 7,726 |
| Stone | 20 | 30 | 45 | 68 | 101 | 152 | 228 | 342 | 513 | 769 | 1,153 | 1,730 | 5,151 | |
| Twine Rope | — | — | — | — | 5 | 7 | 8 | 11 | 14 | 19 | 24 | 31 | 119 | |
| Slagplate | — | — | — | — | — | — | — | — | 3 | 4 | 5 | 6 | 18 | |
| Smelting Furnaces | Stone | 35 | 53 | 79 | 118 | 177 | 266 | 399 | 598 | 897 | 1,346 | — | — | 3,968 |
| Hide | 3 | 4 | 6 | 8 | 12 | 16 | 23 | 32 | 44 | 62 | — | — | 210 | |
| Copper Ingot | — | — | — | — | 4 | 5 | 7 | 9 | 11 | 15 | — | — | 51 | |
| Reefshell | — | — | — | — | — | — | — | 3 | 4 | 5 | — | — | 12 | |
| Watchfire | Fernwood | 25 | 38 | 56 | 84 | 127 | 190 | 285 | 427 | 641 | 961 | — | — | 2,834 |
| Plains Fiber | 15 | 23 | 34 | 51 | 76 | 114 | 171 | 256 | 384 | 577 | — | — | 1,701 | |
| Bronze Ingot | — | — | — | — | 3 | 4 | 5 | 7 | 9 | 11 | — | — | 39 | |
| Rimepelt | — | — | — | — | — | — | — | 3 | 4 | 5 | — | — | 12 | |
| Foreman's Ledger | Fernwood | 60 | 90 | 135 | 203 | 304 | 456 | 683 | — | — | — | — | — | 1,931 |
| Stone | 40 | 60 | 90 | 135 | 203 | 304 | 456 | — | — | — | — | — | 1,288 | |
| Hide | 10 | 14 | 20 | 27 | 38 | 54 | 75 | — | — | — | — | — | 238 | |
| Twine Rope | — | — | — | — | 6 | 8 | 10 | — | — | — | — | — | 24 |
The base lines still grow about ×1.5 a level (Hide ×1.4). Living Quarters, Campfire and Central Depot max at level 12; Smelting Furnaces and Watchfire at 10, and the Foreman's Ledger at 7 (its Age-granted levels past 8 follow the same growth) — hence the dashes.
The night watch
Every 8 hours predators eye your stockpile. Put workers on watch as Sentinels and raise the Watchfire to build a Security Rating — the sum of each Sentinel's watch-security (per the wanderer table) plus +2 per Watchfire level, further scaled by your Age's security multiplier. The raid chance starts at 60% and drops 4% per point of Security, so 15 Security shuts raiders out entirely. A raid that lands steals 25% of your stockpile, and a breached palisade stalls the conversion lines for 2 hours while your artisans repair it. The night's honest odds are shown before it falls.
Material Ages
Your camp can advance through six eras, each granting permanent, tribe-wide multipliers to gathering, processing (conversion speed), security, and how fast wanderers arrive. Founding a new Age costs Age Catalysts (dropped by outposts), a total of building levels across the camp, and a bill of goods. It retires your workers and camp buildings for that power — but your stockpile is banked first, all worker gear comes home, and your skills, dinos, and Homestead are untouched.
Since v0.36.5 there is also a building floor: every camp building must reach a minimum level before you can found the next Age (Bronze needs them all at Lv 1+, Iron 2+, Silver 3+, Obsidian 4+, Moonstone 5+). The Age card lists exactly which buildings still lag. This is on top of the total building-levels count in the cost column.
| Age | Gather / Process | Security | Arrival | Cost to found |
|---|---|---|---|---|
| Stone | ×1.0 | ×1.0 | ×1.0 | (starting age) |
| Bronze | ×1.5 | ×1.25 | ×1.25 | 2 Catalysts · 8 building levels (all at Lv 1+) · Fernwood ×600, Stone ×600, Bronze Ingot ×40 |
| Iron | ×2.2 | ×1.5 | ×1.5 | 4 Catalysts · 16 levels (all at Lv 2+) · Cycad Log ×800, Iron Ingot ×80, Hide ×150 |
| Silver | ×3.2 | ×1.75 | ×1.75 | 6 Catalysts · 24 levels (all at Lv 3+) · Ginkgo Log ×1,000, Crystal ×60, 60 Frostbound Hide |
| Obsidian | ×4.5 | ×2.0 | ×2.0 | 8 Catalysts · 32 levels (all at Lv 4+) · Obsidian ×120, Crystal ×100, 100 Frostbound Hide |
| Moonstone | ×6.0 | ×2.25 | ×2.25 | 10 Catalysts · 40 levels (all at Lv 5+) · Moonstone ×30, Obsidian ×60, Sky Grain ×40 |
The five advancement Ages ask for 2, 4, 6, 8 and 10 Age Catalysts in turn — 30 in all to reach the Moonstone Age. A full sweep of the ten rogue-clan outposts yields 28, so the last few Catalysts come from re-capturing outposts as their banners expire.
Rogue-clan outposts
Ten hostile camps dot the valley. Pick a strike team of workers (their combined tier + gear power is your strength) and march — since v0.36.5 an outpost is a siege: every one holds ten named defenders and a boss (the chief of the yard, fought last), and you duel the roster one bout at a time on a battle screen like the rival raids. The win chance shown is the exact roll the engine makes, bout by bout.
Your team shares a blood pool built from its bodies, experience, and gear. A lost bout costs blood, not progress — the same defender keeps standing until you put them down — and if the pool empties, the whole team routs into the usual strike wounds (one hour's rest; nobody ever dies). You can retreat between bouts with no harm, and going offline mid-siege quietly withdraws the team.
Capturing an outpost plants your banner on the Valley Map for 2 hours and pays its loot, its Age Catalysts, and — at the six deepest outposts — a masterwork blueprint sheet for the forge. When the banner expires the outpost reverts to its clan and can be taken again, which is how you farm the last few Catalysts after a full sweep (all ten yield 28; the Ages need 30).
| Outpost | Clan | Biome | Difficulty | Catalysts | Loot | Masterwork sheet |
|---|---|---|---|---|---|---|
| Briar Den | the Bonepickers | Grasslands | 60 | 1 | Hide ×10, Stone ×30 | — |
| Mossback Stockade | the Rotwood Pack | Redwood Wilds | 120 | 1 | Cycad Log ×40, Plains Fiber ×40 | — |
| Sunken Palisade | the Mirefangs | Murkwater Swamp | 200 | 2 | Marsh Bean ×20, Glowcap ×15 | — |
| Gloom Warren | the Unlit | Cavern Depths | 300 | 2 | Iron Ore ×30, Cave Pearl ×6 | — |
| Cinder Ring | the Ashwalkers | Scorched Badlands | 420 | 3 | Sulfur ×20, Obsidian ×8 | Starmetal Blade |
| Brine Roost | the Saltclaws | Coral Shallows | 560 | 3 | 4 Abyssal Pearl, Horseshoe Crab ×12 | Wardstone Bulwark |
| Frostbite Camp | the Palewind | Frozen Wastes | 720 | 4 | Frostpine Log ×40, 10 Frostbound Hide | Heartwood Warbow |
| Ember Throne | the Cindershades | Ashen Peaks | 900 | 5 | Obsidian ×12, Crystal ×10 | Apexforged Edge |
| Skyreach Roost | the Thin-Air Court | Skyreach Plateau | 1,100 | 3 | Moonstone ×15, Crystal ×8 | Gloomglass Visor |
| Sundered Bastion | the Riftsworn | Sundered Vale | 1,300 | 4 | Obsidian ×15, 6 Abyssal Pearl | Emberheart Plate |
The Field Guide tracks every outpost drop, and the Age Catalyst counts toward the Living Archive item total.
See also
- Rivals — the other tribes: fifteen enemy clans you raid with your dino pack (a separate system)
- Blueprints — the forge; the six deepest outposts drop its masterwork sheets
- Hired hands — your dinos' own background gathering (separate from camp workers)
- Map — where captured outposts fly your banner