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Tribe

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Revision as of 22:36, 23 August 2026 by Primal wiki (talk | contribs) (CI sync from eff6bd87bb1da55cc388cda61b259a5cd0e033aa)

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.

The Tribe page unlocks once you reach Taming level 15 or your Homestead's structures total 10 levels between them, whichever comes first; a camp you've already started (workers, or a wanderer waiting at the fire) always stays visible.

Not to be confused with Rivals, the sixteen 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 ×1.35 3 3 40
Expert Scavenger ×1.7 5 7 16
Vanguard Elite ×2.0 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.

Every wanderer is also secretly born better at one skill — Foraging, Logging, Mining, Fishing, Smithing, Cooking, Crafting, or Alchemy — worth a further +5% / 10% / 15% / 20% pace by tier (Novice through Vanguard Elite) whenever their current job matches it. The knack is fixed for that wanderer's whole life and shown before you welcome them in, so it's worth weighing alongside their tier.

Gather rate multiplies a worker's pace on whatever they're assigned; Watch security is what that worker adds on the night watch. Workers don't run on a flat per-minute clock: a worker earns 3.5% of the assigned action's own hands-on pace per tick, scaled by their tier and knack, the current Age's multiplier, and (on artisan duty) the Smelting Furnaces. That 3.5% is calibrated so a Stone-Age Novice on an early 3-second Grasslands action still gathers about 42 an hour — comparable to an early hired-hand dino — but the same worker moved onto a slower, deeper action gathers proportionally less often, since the clock scales with THAT action's own interval rather than a fixed rate.

Camp basics: a wanderer arrives about every 4 minutes at base, speeding up — via the Campfire, your Age, and camp prestige — toward a floor the Campfire itself lowers as it levels: 1 minute unbuilt, down to about 37.5 seconds at a maxed (Lv 12) Campfire. 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, but that pace bonus caps around +30 combined attack/defense (worth only a tenth as much per point past it); kit hardens the watch and sets their strike-team power at the outposts at its full, uncapped value instead. A wounded worker wears a chip and sits out all jobs until it heals.

Camp buildings

Building Base 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

Every building's cap climbs with your camp's progress through the Material Ages below, not just the Ledger's: each Age advanced adds +2 to every building's maximum level, so a Moonstone-Age camp can push each one 10 levels past the numbers above (Foreman's Ledger 7→17, Living Quarters/Campfire/Central Depot 12→22, Smelting Furnaces/Watchfire 10→20).

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 15-minute floor at level 17 — the highest a maxed, Moonstone-Age camp can build it to.

Camp prestige is your total building levels summed across every building, plus +5 per Material Age advanced, and it's what draws the better wanderers (see the Wanderers table's "Appears at prestige" column).

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 — hence the dashes; every building's Age-granted levels past its table above keep the same cost growth.

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 a fifth of their kit score, plus +2 per Watchfire level, all scaled by your Age's security multiplier. The raid chance starts at 60% and drops 4% per point of Security, bottoming out at a 5% floor that never fully goes away (reached at 15+ Security). 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 — and until they do, your Security is also halved, so an unrepaired breach leaves you exposed to a second raid. 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 for that power — their assignments, processing lines, sentinels, and any wounds all clear — but since v0.36.9 your camp buildings stay built at whatever level you left them; only the crew turns over. 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 ×1.2 ×1.25 ×1.25 2 Catalysts · 8 building levels (all at Lv 1+) · Fernwood ×600, Stone ×600, Bronze Ingot ×40
Iron ×1.4 ×1.5 ×1.5 4 Catalysts · 16 levels (all at Lv 2+) · Cycad Log ×800, Iron Ingot ×80, Hide ×150
Silver ×1.6 ×1.75 ×1.75 6 Catalysts · 24 levels (all at Lv 3+) · Ginkgo Log ×1,000, Crystal ×60, 60 Frostbound Hide
Obsidian ×1.8 ×2.0 ×2.0 8 Catalysts · 32 levels (all at Lv 4+) · Obsidian ×120, Crystal ×100, 100 Frostbound Hide
Moonstone ×2.0 ×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. Since v0.47.8, each capture only has a 20% chance to pay its outpost's listed Catalysts rather than a guarantee: summing every outpost's listed amount gives 28 as the ceiling if every roll landed, but at 20% that's an average of only about 5–6 Catalysts per clean sweep of all ten — so reaching 30 takes many repeat captures as banners expire and reset (see below).

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. Since v0.39.0 sieges are deterministic — no bout is ever lost to a die roll. Each defender needs a fixed number of bouts to fall, set by your strike power against their score, and every bout before that last one still costs your team blood.

Your team shares a blood pool built from its bodies, experience, and gear. An unfinished 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 always pays its listed loot. Two more rolls ride along, each independent: a 20% chance at its listed Age Catalysts, and a 5% chance each at a masterwork blueprint sheet and a piece of era-matched armor or weapon gear, both drawn from that biome's forge patterns — the six deepest outposts additionally fold their own signature sheet (named below) into that pool. When the banner expires the outpost reverts to its clan and can be taken again, so a full sweep of all ten is a down payment, not a one-time haul — you'll be re-capturing outposts for further rolls long after.

Outpost Clan Biome Difficulty Catalysts (20% roll) Loot (guaranteed) Masterwork sheet (5% roll)
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: sixteen enemy clans you raid with your dino pack (a separate system)
  • Blueprints — the forge; outpost captures can roll a masterwork sheet toward it, and the six deepest outposts add their own signature pattern to the odds
  • Hired hands — your dinos' own background gathering (separate from camp workers)
  • Map — where captured outposts fly your banner