Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Camp

Outposts

Small camps founded at defensible sites in held regions. What they can work, who staffs them, what they bring home and what they risk.

Founding one

An outpost is a second, smaller camp at a camp site in a region the exiles hold. The home camp can run 2 outposts at once, and 1 more with the Outpost Logistics study.

  • Where: a site in a region held for at least 1 week, with no strike pending there.
  • Cost: 6 wood, 2 hide and 2 plant fibre, paid at once.
  • Staff: 1 to 3 exiles. They travel during the week and start work at the next tick.
  • Upkeep: 1 wood a week each. Unpaid, the outpost sends nothing that week.

Staff are away. They can't deploy, take no work order at camp and don't train. A recalled exile spends the week on the road and is back after the next tick.

The works

An outpost takes one kind of work and a focus: one resource of that work that the region can give.

WorkSkillFocusWhat it does
MineEarth Sciencesiron ore, obsidian, flint, clayOre and stone from the site's ground
Timber campSurvivalwood, pine resin, charcoal, birch barkFelling, resin tapping and charcoal
Salt worksEarth Sciencessalt, gypsum, nitrePans, crust and cave scrapings
Hunting lodgeSurvivalhide, sinew, bone, hornHides, sinew, bone and horn
Herb gardenLife Scienceswillow bark, plantain, wormwood, joint-pine, yarrow, wild honey, birch barkThe site's healing plants, tended and dried
Shard diggingsEarth SciencesCourt crystalThe Court's old workings in the basin floor: Court crystal, slowly
Watch postSurvival-No yield: +1 garrison here, so a strike on it comes a force weaker (like any outpost it still draws strikes), and strikes on it or next to it are seen a week early

Each staff member brings home what a camp gatherer would, plus 2, up to 6 each a week. Rare ores and nitre come at half that, and at least one. Shard diggings are slow whatever the skill: 1 Court crystal per staff member every 2 weeks, and only on the basin floor.

Staff member's skillHaul a weekRare resource
0 (None)31
1 (Hobbyist)42
2 (Trained)52
3 (Professional)63
4 (Expert)63
5 (Luminary)63

The risk

Outposts draw strikes. When a power chooses where to strike, a region with an outpost counts as 2 weaker than it is. A watch post gives its region +1 garrison, so a strike there comes a force weaker, and shows strikes on it or next to it a week early.

If the region is lost, the outpost is sacked. Its defences are gone, and its staff come home wounded for 2 weeks. Nobody dies off the battlefield. The site is free again once the region is retaken.

Camp sites

Refuges that have joined are camp sites too. The others:

Camp siteRegionKindDescription
The Salt ShelfThe Sunken HearthRidgeA crust-capped ledge above the brine, where the wind keeps the pans dry.
The Sill StepThe SillRidgeA low step of hard salt across the flats, high enough to see a column coming.
Spindrift RidgeThe Northern ArmRidgeA spine of old shore rock above the arm's brine, white with blown salt.
The Dry IsletThe GlareRidgeA drowned island's crown, now a rock rising out of the glare.
The Selenite CavesThe Gypsum HillsCaveGypsum caverns with blades of clear crystal in the walls, cool and dry.
Heel RidgeThe BootRidgeA limestone ridge at the boot's heel, scrub on its back and fresh water seeping at its foot.
The Echo CavesThe GutterCaveDeep caves in the gutter's walls. Old droppings in their back halls crust the stone with nitre.
Signal CragThe Bright HillsRidgeA bare crag over the hills. On a clear dusk you can see the salt to the south.
The Wind CaveThe Dust RidgesCaveA cave that breathes: cold air out by day, in by night.
Pitch RidgeThe Great WoodRidgeA pine ridge in the great wood, its trunks scarred and weeping resin.
Black Glass FordThe Basin of ReedsFordA gravel ford under the old volcanic hills, black glass in the shingle.
Shingle FordThe Quiet BasinFordA wide, shallow crossing of the basin's river, beech on both banks.
The Ash CavesThe Smoking HillsCaveCaves in old ash beds under the smoking hills. Flint lies in the chalk below.
The White ScarThe Chalk DownsRidgeA chalk cliff where the downs break, flint nodules standing out of the face.
Sinkhole CaveThe Karst WallCaveA collapsed doline with a dry cave mouth in its side, out of the wind.
The Tuff CliffsThe High SteppeCaveSoft volcanic cliffs on the plateau, easy to cut rooms into.
The Marble FordThe Broken CountryFordA ford over white stone in a broken valley, scrub on the slopes above.