Old World Reference
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🏕️ Camp Unit Spawning

8t base interval4 camp tiers3 tiles count radius

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

Every time a tribe unit dies — anywhere, killed by anyone — the nearest settlement of that tribe (straight-line, no range limit) cuts its next-unit countdown to 4/5, rounding down — but only while it is above 4 (Unit.makeDead, Tile counter ×4÷5 integer division):
7 → 5 · 6 → 4 · 5 → 4 · 10 → 8 · 13 → 10 · 4 or less → unchanged
That is the "the timer jumped from 7 to 5 when I killed a unit" effect — the camp rushes replacements as its kin fall. It is per death, so several kills compound in one turn (9 → 7 → 5 → 4), and it bottoms out at 4: a camp can never be rushed below a ~4-turn countdown this way.

The pause rule

A camp is "full" — and its countdown frozen — while the tribe's units within 3 tiles (not counting units out raiding) reach the cap:
cap = camp tier (+1…+4) + Tribal Strength bonus (+0…+4)
  • 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)
So a kill near a full camp does double duty: it triggers the ×4/5 acceleration above and can drop the garrison below the cap, un-freezing the countdown.

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 numbers

By Tribal Strength (advanced-setup option)

Tribal StrengthNew unit everyCamp cap bonusRaid 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)

CampCamp cap baseDevelops 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

Mechanic transcribed from Tile.doTurnskipImprovementUnitTurns / 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.