Tribe

Revision as of 19:23, 17 July 2026 by Primal wiki (talk | contribs) (CI sync from 4c249248fcba74ee916fc894f98d79ddfc1756ac)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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 five 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).

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 Appears at prestige
🧍 Novice Vagrant ×1.0 (base ≈ 0.5/min) 0
🧑‍🌾 Seasoned Forager ×1.6 3
🧗 Expert Scavenger ×2.4 7
🛡️ Vanguard Elite ×3.5 12

A worker's base gather rate is about half an early hired-hand dino, before its tier and Age multipliers. 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 +10 to every stockpile cap (base 60)
🏭 Smelting Furnaces 10 +10% artisan (conversion) speed
🗼 Watchfire 10 +2 Security against night raids

Camp prestige is the sum of your camp's development, and it's what draws the better wanderers.

The night watch

Each night, predators eye your stockpile. Put workers on watch as Sentinels and raise the Watchfire to build a Security Rating — shown with the night's honest raid odds. Win and a Sentinel fends the raiders off; lose and the raiders make off with a chunk of your stockpile (about a quarter). A breached palisade stalls the conversion lines until your artisans repair it (a couple of hours).

Material Ages

Your camp can advance through five 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.

Age Gather / Process Security Arrival Cost to found
🪨 Stone ×1.0 ×1.0 ×1.0 (starting age)
🥉 Bronze ×1.5 ×1.25 ×1.25 3 Catalysts · 8 building levels · 150 Fernwood, 150 Stone, 20 Bronze Ingot
⚙️ Iron ×2.2 ×1.5 ×1.5 6 Catalysts · 16 levels · 200 Cycad Log, 30 Iron Ingot, 60 Hide
🥈 Silver ×3.2 ×1.75 ×1.75 10 Catalysts · 24 levels · 250 Ginkgo Log, 25 Crystal, 20 Frostbound Hide
🌑 Obsidian ×4.5 ×2.0 ×2.0 15 Catalysts · 32 levels · 40 Obsidian, 40 Crystal, 40 Frostbound Hide

Rogue-clan outposts

Eight hostile camps dot the valley. Pick a strike team of workers (their combined tier + gear power is your strength), see your honest win chance against the outpost's difficulty, and attack — battles resolve instantly. Victory plants your banner on the Valley Map for seven days and pays loot, Age Catalysts, and — at the four deepest outposts — a masterwork blueprint sheet for the forge. Defeat only wounds the team (a few hours' rest); they never die.

Outpost Clan Biome Difficulty Catalysts Masterwork sheet
🦴 Briar Den the Bonepickers Grasslands 60 1
🪵 Mossback Stockade the Rotwood Pack Redwood Wilds 120 1
🐸 Sunken Palisade the Mirefangs Murkwater Swamp 200 2
🕯️ Gloom Warren the Unlit Cavern Depths 300 2
🪓 Cinder Ring the Ashwalkers Scorched Badlands 420 3 Starmetal Blade
🦀 Brine Roost the Saltclaws Coral Shallows 560 3 Wardstone Bulwark
❄️ Frostbite Camp the Palewind Frozen Wastes 720 4 Heartwood Warbow
🌋 Ember Throne the Cindershades Ashen Peaks 900 5 Apexforged Edge

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 four deepest outposts drop its masterwork sheets
  • Hired hands — your dinos' own background gathering (separate from camp workers)
  • Map — where captured outposts fly your banner