Warcamp
City category

Warcamp

#Warcamp
Value: 3 pts (1.2x per level)

Fortified 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 as forward military bases and siege staging areas.

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

Resources
💎 Mineral 15 /tick
💎 Coal 20 /tick

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -5%
📖 Research Production -10%
💎 Food Production -10%
💎 Wood Production +5%
💎 Herbs Production -5%
💎 Stone Production +10%
💎 Mineral Production +15%
💎 Gems Production ±0%
💎 Coal Production +15%
💎 Elixir Production -5%
💎 Marble Production ±0%
💎 Mithril Production +10%
💎 Dextronium Production +5%
Event Probability

Modifies chance of city events occurring

Mutiny +30%
Famine +20%
Protests -30%
Corruption +15%
Epidemic -10%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

Side Modifiers RATIO
Locals
❤ Life +15%
⚔ Attack +15%
🏃 Speed +5%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Forward military base and production center
Relevance Mid Game
Type Unique

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

MountainDesertOrcsDwarvesBarracksWorkshopTower
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Countered By

TownshipFarm
📈

Scaling

Warcamp bonuses multiply with Race, Terrain, Season, and Building effects.