FIELD GUIDE 03
Shared camps and guilds: fighting the same enemy
Outposts has no private copies of its enemy camps. Every player fights the same camps, so the most useful thing you can do is often to arrive at the right time, alongside other players. This guide explains how the game counts that work, and how a guild can plan around it.
One camp, many armies
Each camp has one population of enemies, kept on the server. Armies resolve in the order they arrive: an earlier army's kills stay dead, and a later army fights the survivors. Armies are never merged, so each one fights on its own. A camp falls only when every enemy is dead. It then recovers for 15 minutes and returns with a new set of enemies.
The clock
Once a camp has lost a quarter of its health, a two-hour clock starts. Each further attack adds 30 minutes, up to four hours from the start. If the camp is still standing when the clock runs out, it recovers to full strength with the same enemies. A group that keeps the pressure on keeps the camp open; a group that stops loses the damage it did.
The Shared assaults list
The Map lists every camp with an open clock under Shared assaults. For each one you see its condition (Untouched, Bloodied, Half fallen or Nearly broken), how many players have contributed and how long the clock has left, for example "Bloodied · 1 contributor · closes in 119m 43s". It never shows exact health or which enemies remain; only your own scouts can tell you that.

Scouts see for you alone
A scout report is private. It stays current only until the camp changes: another player's attack, a fall or a return makes it out of date. You can attack without scouting, but you then march blind.
How the cargo is shared
Each camp holds a fixed amount of resources for its enemies. Every army that does meaningful damage is paid in proportion to that damage, limited by what its survivors can carry and by its plunder allowance. There is no bonus for the final blow, and resources an army cannot carry stay at the camp. A camp that heals does not refill what was already paid out. See the logistics guide for carry and the allowance.

Built for groups
The higher camp tiers are tuned for the armies of several players. A large enough army can still take a camp alone, but groups share the work and the losses.
Guilds
A guild is a free, invite-only group of up to 20 players, and you belong to one at a time. Creating, being invited to or joining a guild needs a Google sign-in.
| Rank | How many | What they can do |
|---|---|---|
| Bannerlord | 1 | Invite and cancel invitations; remove Sworn members and Standard-Bearers; promote or demote Standard-Bearers; hand over the title; disband the guild |
| Standard-Bearer | Up to 2 | Invite by exact player name and cancel invitations; remove Sworn members |
| Sworn | The rest | Play, and leave when they choose |
Invitations last 7 days, and a guild can have up to 10 waiting. A Bannerlord must hand over the title or disband before leaving. The Guild screen lists every member's home coordinates, so you can see who is close to which camps.

Planning a camp together
There is no guild chat or rally order in the game, so agree on a target together, then:
- Scout the camp, if you want to see which enemies it holds.
- Open the clock: attacks from several players count together towards the first quarter.
- Keep it open: each further attack adds 30 minutes, up to four hours.
- Watch Shared assaults for the condition and the time left, and send the next army before the clock runs out.
Each army is paid for its own damage, so nobody has to land the last blow to be rewarded.