Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you have removed all the camps, you have made a problem for yourself.
There's now no reason to clear camps at all which was required in earlier games of the series.
I learnt it by accident, but it's a nice QOL change.
Makes the game very much easier however.
It just doesnt make sense that i can only get people from camps in the forests, when the main goal of the game is expansion, which requires deforestation. Ofc if i'm lucky i can expand past the camp without destroying the forest that it's in, but most of the time it's not possible.
The only down side of this strategy is that all camps existing inside the walls are considered by hunter archers as a forest biome, potentially spawning deer. And in this situation the hunters on that side of the kingdom, even if there are dozens of them, they tend to wander by the camp, not going to hunt on the plains outside. The income on that side of the kingdom, can be drastically affected by this; even more in Two Crowns, where the water streams for farms appear to be much rarer.
So even if you master the strategy of "always integrating the camps", you'd inevitably have to make some hard decisions between more people or more income. And this is why I think this aspect of the game is balanced and chalenging.
As Sapador Castelo noted, there are disadvantages to include them, such as reduced building space, slightly reduced archer efficiency, and often requiring a far forward wall to be built in order to incorporate them, depending on the map layout.