Warcamp
#WarcampFortified military base. Strong defense and war materials, weak economy.
Description
❖Military strongholds built for war. Warcamps produce 15 Mineral and 20 Coal per tick with +15% bonus to both. Stone and Mithril gain +10%. Production of food (-10%), herbs/elixir/gold (-5%), and research (-10%) suffers. Defenders gain +15% Life and Attack, +5% Speed - the strongest defensive bonuses.
Full Encyclopedia Entry ▼
Warcamps are fortified military settlements designed purely for warfare. Industrial war production yields 15 Mineral and 20 Coal per tick, with +15% Mineral and Coal modifiers, +10% Stone and Mithril. The military focus comes at economic cost: Food (-10%), Herbs (-5%), Elixir (-5%), Gold (-5%), Research (-10%). Martial discipline suppresses Protests (-30%) but strains supply lines (+30% Mutiny from unpaid troops, +20% Famine, +15% Corruption from military contractors). Defenders are elite warriors (+15% Life and Attack, +5% Speed) - the strongest city defensive bonuses. Warcamps excel .
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + 15 Mineral, 20 Coal production per tick (base)
- + +15% Mineral and Coal production - war industry
- + +10% Stone and Mithril production
- + +5% Wood and Dextronium production
- + +15% Life and Attack for defenders (strongest)
- + +5% Speed for defenders
- + -30% Protests - military authority
- + -10% Epidemic - strict discipline
Disadvantages
- - -10% Food and Research production
- - -5% Herbs, Elixir, Gold production
- - +30% Mutiny risk - military unrest (highest)
- - +20% Famine risk - supply problems
- - +15% Corruption - military contractors
- - Requires supply from other cities
Warnings
- ! Maintain gold reserves to prevent military mutiny
- ! Establish supply lines from food-producing cities
- ! Best placed on Mountain or Desert terrain
- ! Optimal for forward assault staging
Synergies
Countered By
Scaling
Warcamp bonuses multiply with Race, Terrain, Season, and Building effects.