NPC camps scattered across the wasteland. Your primary source of resources and points in the early and mid game. Camps scale dynamically with nearby player progression.
Raider camps are organized into 5 visual tiers based on their level. Each tier has a distinct color on the world map, making it easy to assess difficulty at a glance.
Loot values shown are per resource type (Scrap, Concrete, Fuel, Food equally). A Level 5 camp offering 1,000 loot means up to 1,000 of each type — 4,000 total. Actual loot taken is capped by your surviving troops' carry capacity.
Each camp has a preset garrison and an optional wall bonus. Higher-level camps have more troops, stronger unit types, and thicker walls.
| Level | Typical Garrison | Est. Total Def | Wall Level |
|---|---|---|---|
| 1 | 15-20 Scavengers | 225-300 | 0 |
| 2 | 20-30 Scavengers + 5-10 Militia | 450-750 | 0 |
| 3 | 20-30 Militia | 600-900 | 0-1 |
| 4 | 30-40 Militia + 5-10 Scavengers | 975-1,350 | 1-2 |
| 5 | 40-50 Militia + 10 Snipers | 1,300-1,600 | 1-3 |
| 6 | 50-60 Militia + 15 Snipers | 1,650-1,950 | 2-3 |
| 7 | 60-80 Militia + 20 Snipers + 5 Trucks | 2,100-2,700 | 3-5 |
| 8 | 80-100 Militia + 25 Snipers + 10 Trucks | 2,850-3,450 | 4-6 |
| 9 | 100+ Militia + 30 Snipers + 10 Trucks + 3 War Rigs | 3,700-4,500 | 4-6 |
| 10 | 150+ mixed + 5+ War Rigs | 5,000+ | 5-6 |
Camps don't have permanent levels. When a camp is defeated, it respawns after 4-8 hours (scaled by world speed) at a new level determined by the average player progression in the neighborhood.
| Avg Nearby Points | Camp Level | Tier |
|---|---|---|
| 0 – 49 | 1 | I — Outpost |
| 50 – 149 | 2 | I — Outpost |
| 150 – 399 | 3 | II — Hideout |
| 400 – 799 | 4 | II — Hideout |
| 800 – 1,499 | 5 | III — Stronghold |
| 1,500 – 2,999 | 6 | III — Stronghold |
| 3,000 – 4,999 | 7 | IV — Fortress |
| 5,000 – 7,999 | 8 | IV — Fortress |
| 8,000 – 11,999 | 9 | V — Citadel |
| 12,000+ | 10 | V — Citadel |
Self-balancing properties: As players grow, nearby camps scale up to match — providing better loot and more challenge. If a player abandons an area, the average drops and camps scale back down. New players spawning in low-density areas get Level 1-2 camps. Dense, active neighborhoods get Tier IV-V camps with endgame-level loot.
Profitable farming means earning more loot than you spend replacing lost troops. The key metrics are loot per raid vs replacement cost of losses.
At a 5:1 attack ratio, you lose approximately 4% of your army. For a farming force of 50 Militia + 20 Scavengers attacking a Level 1 camp, that's about 2 Militia and 1 Scavenger lost. Replacement cost: ~260 resources. Loot gained: ~800-2,800 total. That's a 3-10x return on investment.
The golden rule: Always overkill camps. Sending 5x the defense strength means losing almost nothing. Sending 1.5x means losing 44% of your army — which often costs more than the loot is worth.