Camp Limit

Say all…a stat I’ve never bothered to track is total new camps allowed. Any idea how many added camps are allowed at the beginning of a game? Thanks.

Steve

Steve. I beleive it is 345 pops and ruins at game start. So, 345 minus starting pops and ruins equals the initial camp limit. I was told, by someone who should know, that way back the pop limit was 256 (two to the eight power), but play testing concluded that was an insufficient number of pops–hurt the poor DS. My unsupported speculation is that somewhere in the middle game ruins no longer count against the pop limit.

When camp limit is reached, will it say limit is reached when trying to create a camp or just say insuficient populace? I am in a game that lots of higher emis all failed but didn’t say limit reached and everyone in the game is saying the limit is reached.

Normally, when you fail to create a camp, it will say. “…because of insufficient populace. Continued efforts may succeed”.
If the camp limit is reached, this last sentence is missing, implying that even continued efforts will not succeed.
Note that destroying pops frees place for new ones.
Once the camp limit is reached, most nations stop placing camps. This means that say 7 turns passed the camp limit, there are lots of destroyed pops. It can be beneficiary to have your 525 squad create camps at that time instead of 525ing. I have regularly posted camps in a recent game until the camp limit was reached again at turn 40 or so
Regards
Seb

WarThug, are you sure about this ?

I thought ruins counted in camplimit aswell, and destroying gives a ruin which would not allow a camp to be placed in another hex (you can recamp the ruin however), a camp degrading (not giving a ruin) would allow you to put another camp down (some or different hex).

  • Jeppe

WarThug is right. “Ruins” are fortifications that have no population center for purposes of counting towards the camp limit. Destroyed population centers without fortifications are nothing but holy sites for the DS and places of mourning for the FP.

So…to clarify, let’s discuss this “ruins” issue in more detail:

At game start, there are “ruins”, that is, fortifications with no population centre. These are counted towards the pop centre limit. (strategy tip: camp these last…so you max new pops and then add these to your impressive total…).

As for destroying pops…

  1. Does this simply open up a newly available slot and a new camp can thus be created/posted anywhere else? Or is it more complicated…

I’ve been told that all starting pops, including the ruins discussed above, are set in that hex. Then, there is a limit of “new” pops that can be created/posted. When a “new” pop is destroyed, another “new” pop can replace it anywhere else. When a “starting” pop is destroyed, that HEX can be recamped…but a new “slot” doesn’t open up towards the limit per se.

Was that clear? It’s difficult to actually find this information, as every time I’ve failed to create camps later in the game when I thought there was an opportunity, I’ve simply assumed someone else beat me to it, other team, etc.

Regards,

Brad

Anyone know the sequence of camp placement through out the turn, or is it randomized who gets to place first if you are close to camp limit. Maybe it is set with the strength of someone emissary skill, highest one gets to place first…Or is this a total moot thought and point?

Camp placement is random with everyone giving the 555 order. Remember those pesky commanders do go first with 552.

I had thought that all starting nation centers count as ruins…because someone had t obe able to create a pop center there to control the pop center with the victory conditions rule. Anyone know if that’s true?

Steve

I believe Destroyed pop centers and starting ruins actually do count in the pc limit. Camps that degrade do not: it’s as if they never existed.

Fortunately, it’s easy to check:

You can always recamp a destroyed pc, even after the limit is in effect.

It’s easy to believe otherwise, for two reasons.

First, once the pc limit is hit, the message “continued efforts may succeed” stops for all failures, even at ruins. It doesn’t mean you can’t camp there – it just means the program checks to see if the pc limit is hit, and it has.

Second, it does get harder to place camps as the pc limit approaches. An E40 trying to camp ruins after it hits won’t have much luck.

You CAN check this: send an E60 to camp on the remains of a destroyed pc after the limit has hit in the same turn other emmys try on open hexes. ALL the other emmys will fail and the E60 will succeed.

It’s easy to test, since most teams have several emmys out in the field on the turn after the pc limit hits. They’ll all fail, every last one of 'em. But send your strong emmy to a rubble site and camp away.

Now for the question that’s hard to test, since it requires a full set of all pdfs from both sides for several turns:

  • Does the pc limit expand, as some players believe, or are the occasional stray camps placed later due only to degrades of existing camps?

I have had this discussion about camp limit whit my mates, and it seems like after a while even starting pops that have been destroyed can not be recamped

Perhaps it appears that way: it IS difficult to make a new camp when there are few pc slots, just as it is right before the limit hits.

But you can still do it, even late in the game, with strong emmys (or lucky average ones!).