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Tribe

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Revision as of 23:44, 17 July 2026 by Primal wiki (talk | contribs) (CI sync from 0154eac395888288eabccaca1428bbf7da875c29)

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 Watch security Appears at prestige
🧍 Novice Vagrant ×1.0 2 0
🧑‍🌾 Seasoned Forager ×1.6 3 3
🧗 Expert Scavenger ×2.4 5 7
🛡️ Vanguard Elite ×3.5 8 12

Gather rate multiplies the base rate; Watch security is what that worker adds on the night watch. A worker's base gather rate is 0.5 per minute — about half 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 60 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 +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.

Building costs

Each level costs materials that grow with the level (about ×1.5 per step; the Hide lines grow ×1.4). The table gives the exact cost of each level per material, and the Total to fully max the building.

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
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
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
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
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

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 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 · Fernwood ×150, Stone ×150, Bronze Ingot ×20
⚙️ Iron ×2.2 ×1.5 ×1.5 6 Catalysts · 16 levels · Cycad Log ×200, Iron Ingot ×30, Hide ×60
🥈 Silver ×3.2 ×1.75 ×1.75 10 Catalysts · 24 levels · Ginkgo Log ×250, Crystal ×25, 20 Frostbound Hide
🌑 Obsidian ×4.5 ×2.0 ×2.0 15 Catalysts · 32 levels · Obsidian ×40, Crystal ×40, 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.

Every win pays its Age Catalysts and loot; the four deepest also drop a masterwork sheet.

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

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