
Ogre camp buildings
Ogre Camps is a unique game mechanic for the
Ogre Kingdoms racial factions which enables buildings to be constructed in minor and major camps akin to minor and province capital
settlements. Minor camps have up to 4 building slots at level 3 and major camps have up to 10 building slots at level 5.
How camps work[]
Benefits[]
“ | Perhaps the most iconic area of Ogre society is the camp – a great set of buildings (or, often, assorted piles) around a central pot of meat, gristle, beer, and whatever else has been thrown in on this occasion. | „ |
- Can be deployed anywhere, including enemy and neutral territory, as long as the distance and army requirements are met (see restrictions section below).
- Generate additional income if in enemy territory as it behaves as an army in
raiding stance.
- The garrison can be changed by swapping units to and from any army unlike standard settlement garrisons. You need at least 1 unit in the garrison at all times, and you can abandon the camp by removing the entire garrison, similar to the abandon settlement building option.
- Recruited units can spawn directly in the garrison rather than in the recruiting army.
- Must be sieged to be destroyed as it acts as a standard settlement with walls.
- Non-recruitment buildings provide a number of positive effects, from major unit upkeep reductions to global effects.
- Exert a sphere of influence, similar to Dark Elves'
Black Arks, which provides a variety of bonuses to armies inside it, such as additional
replenishment, extra
meat resource and access to its local recruitment pool.
- Friendly and neutral factions may recruit Ogre Bulls (
monstrous infantry) units into a nearby army as mercenaries, which have a corresponding high upkeep. There is a limit of one Ogre Bull per army.
Restrictions[]
- There are distance requirements, between existing settlements and the intended camp location, which must be met. You cannot build camps near each other.
- It must be built using an army so you need to move the army to the intended camp location.
- Any settlement which is conquered and colonised can only act as a minor camp. This means province capital settlements and even major settlements for other races will also be regarded as minor camps.
- The number of buildable camps is limited and can only be increased by researching the technology tree with the first camp unlocked with Camp Huddle. You can have a maximum of ? camps in the entire campaign regardless of their minor or major status.
- New camp buildings require the population surplus resource to create, similar to a
horde, but drawn from a factionwide pool. Each population surplus point requires increasing
growth amounts and each existing camp increases the population surplus requirement for the following camp construction.
- If the camp garrison is destroyed then the camp is also destroyed but only minor camps revert to
ruins similar to destroyed settlements.
Camp buildings[]
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See also: Ogre Kingdoms buildings
Camp buildings are grouped in 5 clusters focusing on basic and advance military, defence and infrastructure together with the camp itself. Specific building chains are compiled in the table below.
Group | Building chain | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
---|---|---|---|---|---|---|
Advanced Military | tbc | - | - | tbc | tbc | tbc |
tbc | - | - | tbc | tbc | tbc | |
tbc | - | - | tbc | tbc | tbc | |
Basic Military | Barracks | Bull Pen | tbc | tbc | - | - |
tbc | - | tbc | tbc | tbc | tbc | |
Camp | Ogre Camp | tbc | Ogre Camp | tbc | tbc | tbc |
Defence | tbc | tbc | tbc | tbc | tbc | - |
Upkeep | tbc | tbc | tbc | Flesh Bazaar | tbc | |
Infrastructure | Growth | Spare Tent | Recrooter'z Table | tbc | tbc | tbc |
tbc | tbc | tbc | tbc | tbc | tbc | |
tbc | tbc | tbc | tbc | tbc | tbc | |
tbc | tbc | tbc | tbc | tbc | - |
Ogre Camp[]
- Level 2: Ogre Camp
- Ogres are fundamentally nomadic, and so prefer to live in camps, often in primitive hide tents surrounding a large fire pit.
- 2000 gold, 2 turns
- needs 2 surplus growth
- Upkeep: -60%
- Camp growth: +10
- Income from all nearby non-camp buildings: +6% (factionwide)
- Local recruitment capacity: +1
- Unlocks recruitment of: Gnoblar Trappers
- Level 3:
Improvements[]
Additional camps (Skills)[]
- Campin' (Greasus Goldtooth) - +1
- Betta Campin' (Greasus Goldtooth) - +1
- Da Best Campin' (Greasus Goldtooth) - +1
Tech tree[]
- Camp Huddle - +1, Dismember (army ability, all armies)
- Ogre Throng - +1, Population surplus: 1 for newly-deployed camps, Butcher (army ability, all armies)
- Bigga Tents - +1, Population surplus: 1 for newly-deployed camps
- Tribal Gathering - +1, Population surplus: 1 for newly-deployed camps, Massacre (army ability, all armies)
- Big Migration - +1, Population surplus: 1 for newly-deployed camps
- Sky-Titan Plateaus - +1, for every Level 5 camp built
- Larger Fire Pits - Camp growth: +5
- Gnoblar Scavengin' - Camp growth: +20 when in enemy territory
- Camp Site Cullin' - Population surplus: 3 for newly deployed camps
- Tribal Tribute - Income from camp buildings: +30%
- Mawtooth Fealty - Melee defence: +4 for camps
- Bigga Camps - Population surplus: 3 for newly-deployed camps
Strategy[]
- Build major camps as an invasion outpost which can then be transform as a backup and supply hub.
- Prioritise major camps over minor camps because they are both treated as the same towards the camp building cap.
- Use garrisons as a replenishment army to support and push your military aggression.
- Non-Ogre factions can recruit some Maneaters units in the early game, even Maneaters (Ogre Pistols), up to 4 units at a time, further reinforcing your early game army with some good units. You can recruit higher tier mercenaries into your army assuming the camp's level and quality is higher, though, this rarely happens due to: Camps on your own territory is rather a nuisance since they automatically raid you, Camps are often wiped out easily by Ogre's own enemies because the AI rarely recruits units to protect it's own camp, and you need to be close to a playable Ogres faction since they are most likely to survive to develop their camps since minor factions are probably the earliest to be wiped out.
Gallery[]
See also[]
References[]
- Consume the world with the Ogre Kingdoms campaign mechanics (Total War Blog)