A wiki and early game guide for getting the basics of a camp up and running
Overview
This guide is work in progress (WIP) and currently updated for version 0.9.0.32 as of 06/03/2023 in Early access
One military Camp (OMC) is a base building/ tycoon/ management game in which you battle the evil forces of Dragan and his henchman to liberate the land.
This guide assumes the tutorial has been completed.
To do:
- Make a proper To do list
- Add example calculations to Restock Costs
- Mechanics Guide
- Buildings wiki
- Starter base guide
- Class wiki
- Recruit guide
- Research guide
- Hero Guide
Campaign and Sandbox modes can selected from the “New game screen” although sandbox is not currently implemented
The campaign begins with a short cinematic previewing Dragans conquest before jumping in a brief tutorial in which the basic controls are walked through, highly recommended for first time players or those new to the genre.
Income
The balance sheet can be viewed in the stack of coins in bottom bar (Default Key: U), to check the current status of loans, expenses and income.
There are 2 primary ways to early money/gold in OMC: Mission and Liberated Territory
Missions appear in the top left corner and involve sending a listed number of soldiers from a heliport to a location in the world. The funds for a designated mission are listed in the top right of each one available along with a possible bonus for completing rapidly. The bonus ticks down over the course of ~5 mins real world time.
There are 3 primary types of mission: Story, General, and Support
Story missions substitute the ~5 minute bonus timer for a 15 minute one, however the mission must be completed in this time frame to avoid a game over.
Support mission do not have any timer, but the troops/staff sent on the mission are irreversibly lost
The second way of earning gold/money is Liberated Territory or Passive income, with 2,500 earned for each. There are a total of 36 territories, giving a maximum possible income of 61,000.
Just like real life, caution should be taken when taking out loans as failure to have enough for the repayments is the easiest way to trigger a GO.
Only 2 can be taken at one time, and are best used as temporary boost of cash when expanding, whilst not sending the balance into the red.
Expenses
A small amount of negative cash flow can be sustained temporarily but it is not recommend to exceed – 2,500 as unlocking more territories can be time consuming.
Note: Buildings do not require upkeep payments, but do require maintenance from staff.
The single biggest expense within the game, costing between 300 and 1000 coins per member of staff, and taken automatically each day at midnight. These should be monitored closely to avoid overspending, especially early game
Full list of Salaries, from lowest to highest:
- 300 – Maintenance
- 325 – Private
- 350 – Cook, Artillery, Explosives Engineer, Comms Operator, Infantry
- 375 – Defence, Researcher
- 400 – Tank Driver, Spy, Aviator
- 450 – Medic
- 500 – Sniper, Juggernaut, Hacker, Chemist, Diver, Navy Commander
- 600 – Commando, Desert Soldier, Snow Trooper
- 750 – Instructor
- 1,000 – Super Soldier
Purchased at Food Warehouse, manually or automatically after researching level 2. Food will arrive by helicopter after a short (~2/3 seconds) delay
Warehouse capacity:
Each member of the camp consumes 8 units of food per meal (needs verifying). Multiple staff members increases the serving speed.
Food provider can be changed once the respected territory has been recaptured, refer to the cost section for exact numbers.
To manually purchase meals: Press the buy button and adjust the slider for the desired number, usually recommended to purchase the maximum amount due to the deliver cost
At tier 2, restocking can be automated when the button is ticked. It can be cheaper to restock more regularly from a higher unit cost per item supplier with a lower order fee.
Note: Use caution when at low funds as whilst the current balance is above zero, new orders an still be made sending the balance negative
Depot provides identical functionality to the Food Warehouse, usage of Ammo varies per building eg. Anti-Drone Batteries use Y per missile shot, Accuracy training requires X per skill point
Depot provides identical functionality to the Food Warehouse, usage of Fuel varies per building Electric generator level (needs verifying)
Depot provides identical functionality to the Food Warehouse, usage of Medicine varies per treatment and per Health building level (needs verifying)
Loans can be managed in the Economy window, or selected from the map view by selecting buildings with a pink roof and, an icon featuring a bank and stack of coins,
Initial loan cash arrives as a lump sum, enabling the purchase of more expensive items sooner at the cost of interest. Repayments are taken automatically at the same time as other expense.
Repayment amounts should be carefully chosen to (preferably) avoid a negativity daily.
A maximum of 2 can be taken at once.
Loan Providers
Restock Costs
Thanks to Judi Wrench for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.