Raider Camps

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.

🏴‍☠️Five-Tier System

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.

I
Outpost
Levels 1-2
Loot: 200-700
Points: 25-50
II
Hideout
Levels 3-4
Loot: 1,000-1,500
Points: 75-150
III
Stronghold
Levels 5-6
Loot: 1,000-1,500
Points: 175-200
IV
Fortress
Levels 7-8
Loot: 2,500-3,500
Points: 331-364
V
Citadel
Levels 9-10
Loot: 3,500-10,000
Points: 397-1,000

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.

⚔️Garrison & Walls

Each camp has a preset garrison and an optional wall bonus. Higher-level camps have more troops, stronger unit types, and thicker walls.

LevelTypical GarrisonEst. Total DefWall Level
115-20 Scavengers225-3000
220-30 Scavengers + 5-10 Militia450-7500
320-30 Militia600-9000-1
430-40 Militia + 5-10 Scavengers975-1,3501-2
540-50 Militia + 10 Snipers1,300-1,6001-3
650-60 Militia + 15 Snipers1,650-1,9502-3
760-80 Militia + 20 Snipers + 5 Trucks2,100-2,7003-5
880-100 Militia + 25 Snipers + 10 Trucks2,850-3,4504-6
9100+ Militia + 30 Snipers + 10 Trucks + 3 War Rigs3,700-4,5004-6
10150+ mixed + 5+ War Rigs5,000+5-6
💡
Garrisons are approximate. The exact composition varies per camp instance. Click a camp on the world map to see its estimated garrison before attacking. Use the combat ratio table from the Combat page to judge if your army is strong enough.
🔄Dynamic Scaling

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.

Respawn Level Calculation
new_level = f(avg_settlement_points within 30 tiles) ± 1 jitter
The game looks at all settlements within a 30-tile radius of the camp and averages their points. Higher average = higher respawn level. A ±1 random jitter adds variety.
Avg Nearby PointsCamp LevelTier
0 – 491I — Outpost
50 – 1492I — Outpost
150 – 3993II — Hideout
400 – 7994II — Hideout
800 – 1,4995III — Stronghold
1,500 – 2,9996III — Stronghold
3,000 – 4,9997IV — Fortress
5,000 – 7,9998IV — Fortress
8,000 – 11,9999V — Citadel
12,000+10V — 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.

💡
Attacking camps does NOT break beginner protection. New players can farm camps safely during their 72-hour shield. This is the primary way to bootstrap your economy before PvP opens up.
💰Farming Efficiency

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.

💡
Bring Trucks or Scavengers. A Level 5 camp offers up to 6,000 total loot, but you need carry capacity to take it home. 10 Trucks (2,000 carry) + combat troops is the ideal mid-game farming composition. Without haulers, your Militia carry a fraction of the available loot.
⚠️
Camp walls are real. A Level 7 camp with Wall 5 gets +10% defense on its entire garrison. Factor this into your combat ratio calculations. A camp that looks easy on paper might be 10-20% tougher than you expect.