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.
| Kingdom | Troop | Speed | Carry | Food per hour |
|---|---|---|---|---|
| Ironvale | Spear Raider | 10 | 10 | 1 |
| Ironvale | War Archer | 10 | 9 | 2 |
| Ironvale | Red Scout | 15 | 12 | 1 |
| Ironvale | Iron Cleaver | 8 | 8 | 3 |
| Ironvale | Banner Breaker | 9 | 9 | 3 |
| Ironvale | Horn Champion | 10 | 14 | 3 |
| Greenhold | Settler Militia | 10 | 10 | 1 |
| Greenhold | Hunting Bow | 10 | 9 | 1 |
| Greenhold | Route Scout | 16 | 12 | 1 |
| Greenhold | Ox Guard | 8 | 11 | 2 |
| Greenhold | Provisioner | 9 | 16 | 1 |
| Greenhold | Guild Warden | 10 | 11 | 2 |
| Sunreach | Wall Spear | 9 | 10 | 1 |
| Sunreach | Watch Archer | 10 | 9 | 1 |
| Sunreach | Border Runner | 13 | 11 | 1 |
| Sunreach | Shield Guard | 7 | 9 | 2 |
| Sunreach | Rattan Bulwark | 6 | 8 | 3 |
| Sunreach | Stonewatch Knight | 8 | 10 | 2 |
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.

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.

Forward camps shorten the haul
A party of scouts can found a logistics camp on open meadow. Once it stands:

- moving troops between your own outpost and camps takes half the usual time;
- an attack sent from a forward camp marches at normal speed, but it starts closer to the frontier;
- its survivors return to that forward camp, and the cargo continues to your outpost in half the camp-to-home time.

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.