Bandits

There are bandits in PvE, where clearing every camp wins the game, and in PvP. Co-op has none.

Camps

With Bandit camps on, a new game on a map without camps gets some: 2 to 6 depending on how much land there is, at least 2 per player in a multiplayer game. They’re placed away from the players’ starts, out of the water. In a game where every player places their own start, they wait until everyone has.

The further a camp is from the starts, the stronger it is:

Camp Bandits
Bandit hideout 3
Bandit camp 5
Bandit stronghold 7
Warlord’s camp 9

Bandits attack any beaver that comes near their camp. Each camp guards a stash of one good, richer in stronger camps. You can’t connect a road to the camp, or take the stash, until every bandit there is dead.

A camp left alone gains a bandit every cycle, up to twice its starting crew.

Raids

With Bandit raids on, from the third cycle camps raid the players. Each cycle there’s a 35% chance you’re raided, 10% more every cycle after, up to 90%. From cycle 8 there can be two raids in a cycle.

A day before, you’re warned: “Bandits are gathering.” The raid comes from one of the camps closest to your District Centers, on a day after the first of the cycle, between 8:00 and 18:00. All its bandits come but one or two guards. They put up ladders to climb steps and walls, break through walls when there’s no way around, and take the ladders down when they leave.

How it ends:

  • Repelled. You killed every raider.
  • Razed. They brought down your District Center.
  • Plundered. They stayed long enough to steal from the district’s stockpiles, taking whatever you have most of.
  • Gave up. They never made it to you.
  • Left empty-handed. They made it, but found nothing to take.

You get a recap of every raid.


Timber Empires is a mod for Timberborn and isn't affiliated with Mechanistry.