Every tribal settlement runs a spawn countdown. Each turn the
countdown ticks down only if the camp is not already "full" —
when it reaches zero, a unit appears and the countdown resets. And the
tribe fights back: every unit it loses accelerates the nearest camp's
next spawn. Transcribed from Unit.makeDead,
Tile.skipImprovementUnitTurns and
resetImprovementUnitTurns in the game source; numbers from
improvement.xml and tribeLevel.xml.
Kills speed up the next spawn
Unit.makeDead, Tile counter ×4÷5 integer division):
- Why a kill sometimes changes nothing: the countdown was already at 4 or less (the
>4gate), or the dead unit's nearest settlement was a different camp of that tribe than the one you're watching. - It keys on the dead unit's tribe, not on who killed it — tribe units dying to other tribes, cities or occurrences accelerate their camp all the same.
The pause rule
- Camp tier is the settlement's level — Hovel +1 up to Bastion +4 (table below).
- Tribal Strength is the advanced-setup option (Passive → Raging; "Tribal Level" in the game files). Each step adds a flat bonus to every camp's cap — Passive +0, Weak +1, Normal +2, Strong +3, Raging +4 — on top of shortening the spawn interval.
- Halved (rounded up) if no raidable city is within the tribe's raid range
- Never more than a third of the landmass's tiles (small islands cap low)
Reading the two timers on a camp
A camp shows two counters: the next-unit timer and, beneath it, the develop timer (time until the camp upgrades to its next tier). Everything that can move the next-unit timer, from code: −1 per turn while running (frozen at cap — the tile tooltip appends "(PAUSED)"), ×4/5 when one of the tribe's units dies and this is its nearest settlement (while above 4), +2 when the camp develops, and a reset to full when the unit spawns.
- The develop timer counts up toward the tier's threshold (each camp also rolls a random head start at placement, up to 10 turns, scaled down at lower Tribal Strength settings). It pauses while a foreign unit stands on the camp tile. On upgrade, the camp starts rolling the stronger tier's units and its next-unit timer gets +2 turns.
- The freeze can also flip with no kills at all — raiders leaving or returning, units crossing the 3-tile ring, or a nearby city becoming raidable (the cap doubles).
The numbers
By Tribal Strength (advanced-setup option)
| Tribal Strength | New unit every | Camp cap bonus | Raid range |
|---|---|---|---|
| Passive | 14 turns | +0 | — |
| Weak | 11 turns | +1 | 14 tiles |
| Normal | 9 turns | +2 | 16 tiles |
| Strong | 8 turns | +3 | 18 tiles |
| Raging | 8 turns | +4 | 20 tiles |
By camp tier (settlements develop over time)
| Camp | Camp cap base | Develops in |
|---|---|---|
| Hovel | +1 | 20 turns |
| Outpost | +2 | 30 turns |
| Encampment | +3 | 40 turns |
| Bastion | +4 | top tier |
Example at Normal: an Outpost caps at 2+2 = 4 units within 3 tiles — or just 2 if it has no city to raid in range.
Corollaries worth knowing
- Camps near your borders feel relentless by design: with a raidable city in range, they tolerate twice the standing force before pausing.
- Raiders don't count. Units that leave to raid stop counting against the cap, so a camp can keep spawning while its warband is out.
- Standing on a camp stops its upgrade — the develop timer doesn't tick while a foreign unit occupies the camp tile (the next-unit timer is unaffected by occupation; only the cap governs it).
- The very first countdown of the game is halved on turn 1.
- In co-op multiplayer (all players on one team) intervals scale by 4/(3+players) — more players, faster camps.
Mechanic transcribed from Tile.doTurn →
skipImprovementUnitTurns / resetImprovementUnitTurns /
countTribeAvailableUnits in the game source; intervals, camp
tiers and Tribal-Level knobs are read from the game's XML each patch.
The source functions are hash-watched, so a patch that changes the pause
rule trips this site's drift alarm. See also
Tribes.