A guide to risk management

From the very beginning, one of the key concepts in Goblin Camp has been risk and reward. As your camp gets bigger, it attracts more dangerous monsters; as you develop new resources, they come with new hazards. Managing these risks is the key to building a succesful camp.

The new resources are the trickiest to manage. There are currently three permanent constructions that provide access to new resources: the stone quarry, clay pit and charcoal burning clamp. Each of them becomes available on its respective tier and brings new materials to your disposal, but monsters will emerge from them and attack your camp.

As a general rule, these constructions shouldn’t be built until your camp is ready to handle them. Monster generation in Goblin Camp isn’t just random, it’s very random; long periods of quiet can be interrupted by two, three or more groups of monsters emerging from a quarry, together with wandering monsters attacking from outside. Unless your camp is ready to handle multiple waves of attack like this, building a stone quarry or other resource-generating permanent construction is taking a big risk.

The simplest way to guard against your camp being overwhelmed is to just have enough armed orcs to deal with any eventuality. That may take a long wait, though. To use the stone quarry as an example, it becomes available on tier 2, which requires a total population of 30. In relatively normal circumstances, that means maybe a dozen orcs. On their own, that’s not enough to cover the worst-case scenarios.

A deficiency in numbers is best overcome by preparing the battlefield. The various fortifications available in the game can be used to slow down and channel the monsters’ approach so that your guards can deal with them before they break into the camp proper. Here’s an example of multiple defensive lines between a stone quarry and the main camp:

Here, even if any interlopers get past the guards, they’ll have to make their way across several moats and through multiple walls before they can really get into the center of the camp to wreak real damage on the goblin population. All these obstacles also give you more time to react to the monsters.

Now that traps have been introduced, there are even more effective ways of dealing with emerging monsters. Here’s one approach:

The traps do damage to the monsters, and more importantly, slow them down so the guards can deal with them before they charge into the camp. This is especially important with the charcoal clamp!

Even with fairly elaborate fortifications, it’s still worthwhile to have several layers of protection. When you can spare the orcs, I’ve found it’s a good idea to have an outer and inner guard, with the latter in place to catch any monsters that evade the outer guard.

So in short, don’t build a stone quarry, clay pit or charcoal burning clamp until you’re ready to deal with the monsters that emerge from them.