FIELD GUIDE 02

Logistics in Outposts: routes, pace, carry and food

In Outposts, much of a fight is decided before it starts: which road the army takes, how fast its slowest troop walks, how much it can carry home and how many mouths it leaves behind. The march itself happens on the server, so the planning is the part you play.

The map sets the road

Mountains cannot be crossed, and rivers only at fixed crossings. An army follows the route the terrain allows, so a camp that looks close can be a long march away. Check the travel time the game shows before you send an army.

The slowest troop sets the pace

An army marches at the speed of its slowest troop, so one slow troop slows the whole march. Heroes can change travel time too.

Speed, carry and upkeep by troop

These are the values in the version checked above. Balance is still being tuned, so numbers can change between releases.

KingdomTroopSpeedCarryFood per hour
IronvaleSpear Raider10101
IronvaleWar Archer1092
IronvaleRed Scout15121
IronvaleIron Cleaver883
IronvaleBanner Breaker993
IronvaleHorn Champion10143
GreenholdSettler Militia10101
GreenholdHunting Bow1091
GreenholdRoute Scout16121
GreenholdOx Guard8112
GreenholdProvisioner9161
GreenholdGuild Warden10112
SunreachWall Spear9101
SunreachWatch Archer1091
SunreachBorder Runner13111
SunreachShield Guard792
SunreachRattan Bulwark683
SunreachStonewatch Knight8102

Red Scout, Route Scout and Border Runner are the fastest troops in their kingdoms, and only scouts can scout or found a forward camp.

Carry against upkeep

When you pick troops for a march, the dispatch panel shows the party's carry capacity and its food upkeep per hour. A bigger party carries more and eats more; the trade is yours.

The Outposts dispatch panel for 15 Settler Militia: today's plunder allowance, attack 135, carry 150, food upkeep 15 per hour and a one-way travel time of 60 seconds.
Before an army leaves, the dispatch panel shows the trade: 15 Settler Militia carry 150 and eat 15 Food an hour, and this two-tile march takes 60 seconds each way. The day's plunder allowance sits at the top.

What an army brings home from a camp is the smallest of three amounts, for each resource: its share of the damage done to the camp, what its surviving troops can carry, and what is left of your plunder allowance. Losses shrink the carry, so a costly win brings home less.

Each player's plunder allowance applies over a rolling 24 hours: at Main Building level L, 600 × L Food and 320 × L each of Wood, Iron and Stone, with levels 0 to 4 all using the level-4 value (2,400 Food and 1,280 each). Cargo beyond the allowance stays in the camp's pool.

Food is the supply line

Every troop eats every hour. If your army eats more than your fields grow, the game warns you with a countdown: "Food runs out in …". When the store empties, the hungriest troops at home starve until the rest can be fed; the fix is to release troops or raise Food production. Troops away on an expedition, in transfer or garrisoned at a camp do not starve, but an army cannot set out from an empty store.

The Outposts manpower overview with a famine warning: food upkeep of 212 per hour, net food of minus 74 per hour, and Food runs out in 18h 59m.
When an army eats more than the fields grow, the game counts down to an empty store: here upkeep of 212 an hour leaves net Food at minus 74, and the warning says the food runs out in 18 hours 59 minutes.

Forward camps shorten the haul

A party of scouts can found a logistics camp on open meadow. Once it stands:

The Outposts Found a camp here panel for tile 131, 129: a cost of 400 Wood, 150 Iron and 300 Stone, built 49 minutes 12 seconds after the scouts arrive, three camp appearances and a Route Scout founding party.
Founding a forward camp: a party of scouts travels to an open meadow tile, the camp is built after they arrive, and they stay as its first garrison.
The Outposts map with a logistics camp named Wagon Yard at 131, 129, between the player's settlement and the frontier camps, and its panel showing it operational with one Route Scout stationed and supplying the Main Outpost.
The Wagon Yard forward camp, operational with one Route Scout, sits closer to the frontier camps than the settlement and supplies Food and Wood to the Main Outpost.

Many armies at once

You can have as many armies out as your troops allow, from your outpost and from each camp. Each hero leads one army at a time.

Plan, then close the tab

Marches, fights and returns continue while you are away. Plan the route and the load, send the army, and come back to the reports. Next, read shared camps and guilds.

← More Outposts guidesPlay in your browser