One Military Camp

One Military Camp

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Sgt Hawkins and the Gang (Recruits Guide)
By Judi Wrench
A wiki and early game guide for getting the basics of a camp up and running
   
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Overview
Welcome maggots!

This guide is work in progress (WIP) and currently updated for version 0.9.0.38 as of 17/03/2023 in Early access. Many thanks to Felix in the dev team for supplying the mission list!

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.

The camp operates on a day/night shift pattern, where camp members can be assigned to one shift. Recovering their needs, eating and resting on the other shift. Some buildings require staff on both shifts to operate continuously eg. Infirmaries. It should be noted that canteens staffing should mirror the majority assignment to ensure efficiency ie. if the majority of staff work days, the majority of cooks should be assigned to the night shift.

This guide assumes the tutorial has been completed.

To do:
  • Make a proper To do list
  • Mechanics Guide
  • Buildings wiki
  • Starter base guide
  • Recruit guide
  • Research guide
  • Hero Guide
  • Mission List/Guide 11-102

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
Camp expenses are calculated at midnight every day, and if the end balance (Current cash minus Income) is in the negative it will trigger a game over (GO)

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.


Sources

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.


Missions


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

Liberated Territory


The second way of earning gold/money is Liberated Territory or Passive income, with 3,000 earned for each. There are a total of 36 territories, giving a maximum possible income of 108,000.


Loans

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
Whilst the primary expense of all tycoon games is actually building the things, the remaining expenses consist of: Salaries, Food, Ammo, Fuel, Medicines and Loan repayments. A full breakdown can be found under the economy window.

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.

Salaries

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

Food


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:
Tier
Capacity
Automated
1
200
No
2
350
Yes
3
500
Yes

Each member of the camp consumes 8 units of food per meal (needs verifying). Multiple staff members increases the serving speed.

Tier
Capacity
Approx. Single sitting
Approx. Max. Staff
1
110
13
26
2
130
16
32
3
150
18
36

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

Ammo

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


Fuel

Depot provides identical functionality to the Food Warehouse, usage of Fuel varies per building Electric generator level (needs verifying)

Medicine

Depot provides identical functionality to the Food Warehouse, usage of Medicine varies per treatment and per Health building level (needs verifying)

Loan Repayments


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

Name
Duration (Days)
Maximum Amount
Interest (%)
Maximum Daily Payment
Hawkish Investments
6
16,800
4
2,912
Monolith Financing
7
25,200
6
3,816
Johnny Got His Loan
7
29,400
8
4,536
Polyhedric Schemes
9
33,600
7
3,995
Soldiers With Fortune
9
35,616
6
4,195
Checks on the Beach
7
42,000
5
6,300
Cash-22
10
50,400
8
5,443
Full Monetary Bank
12
75,600
2
6,426
Restock Costs
Note: not all the listed providers will be available to each camp at their respective times of use

A full cost breakdown can be found here[docs.google.com]

Example:
For food in a tier 3 camp, Steakhouse #5 is cheaper than Starchy Troopers until orders of 242 food or more, due to the higher cost of delivery
#
Steak house #5
Starchy Troopers
240
902
904
241
905
906
242
908
908
243
911
910
244
914
912


Food

Provider
Cost per unit
1* Camp
2* Camp
3* Camp
Top Bun
6
181
1,146
1,299
To Beef or Not to Beef
4
763
501
483
Sgt. Peppers' Spicy Meals
3
574
691
170
Steakhouse #5
3
611
550
182
Homeopathic Foods
3
539
244
937
Starchy Troopers
2
126
243
424

Ammo

Provider
Cost per unit
1* Camp
2* Camp
3* Camp
Warmart
8
1,177
1,088
935
Final Frontier Outlet
6
1,789
959
1,194
Bullets, Bombs & Beyond
4
213
808
800
O.K. BOOM
4
871
148
1004
FUBAR Gadgets
4
1,135
1,244
274
Guns & Gubbins
2
495
394
145

Medicine

Provider
Cost per unit
1* Camp
2* Camp
3* Camp
One Sanitary Camp
10
702
1,813
1,720
Nightingale Pharma
5
736
320
1,387
Thoughts & Prayers
5
832
1,302
609
Prescriptions to Go!
4
938
1,180
339
Trust Us: We are Doctors
4
936
626
444
Totally Not Witches
3
643
756
140

Fuel

Provider
Cost per unit
1* Camp
2* Camp
3* Camp
NetherFuel
8
2,326
1,064
1,828
Backyard Drilling Co.
6
1,803
1,825
383
Pure Wasteland
6
1,092
1780
938
Fuelin' Dandy
4
1,001
368
1,332
Whole Fuels
3
481
231
502
Just Gas
3
92
487
766
Camps
Regardless of the previous balance, when moving to a new camp for the first time available funds are set to a fixed value, though Reclaimed Territories income remains the same

Camp star
Terrain
Initial Funds
Rough Shape
Arrival Method
1
(Run) Forest/Grassland
150,000
Square
Bus
2
Desert
250,000
" r " or " L "
Train
3
Tundra/Snow
350,000
" + "
Boat

All staff are left at the previous camp, they can be moved between camps for a fee of 6 * (Daily Salary)
  • 1,800 - Maintenance
  • 1,950 - Private
  • 2,100- Cook, Artillery, Explosives Engineer, Comms Operator, Infantry
  • 2,250 - Defence, Researcher
  • 2,400 - Tank Driver, Spy, Aviator
  • 2,700 - Medic
  • 3,000 - Sniper, Juggernaut, Hacker, Chemist, Diver, Navy Commander
  • 3,600 - Commando, Desert Soldier, Snow Trooper
  • 4,500 - Instructor
  • 6,000 - Super Soldier

Moving to a higher tier camp will unlock new units:
  • 2* - Hacker, Chemist, Desert Soldier
  • 3* - Diver, Navy Commander, Snow Trooper, Instructor, Super Soldier
Staff
Recruits enter the recruitment centre every 60 seconds by the camps transport method. Each recruit starts with randomised stats, increasing with each tier of camp.

Camp averages:
  • 1*: ~15
  • 2*: ~25
  • 3*: ~35
Recruits can be hired into 6 separate types: Active Soldiers and 5 workers types.
At this time they cannot be changed between types.

Camp workers
Provide all the maintenance, improvement and protection for the camp. They are not typically sent on mission, but when they are they will be sent away permanently on villager missions.
All workers live in private houses.
  • Maintenance Personnel
    Will keep the camp clean and will also be in charge of transporting resources from the warehouses to the buildings that need them
    Key skill: Strength
    Mission Required: #8 ( 6 Total )
  • Cook
    Will be in charge of preparing chow (at canteens) so that our recruits are well fed
    Key Skill: Speed
    Mission Required: #21 ( 4 Total )
  • Medic
    Can work in therapy buildings to treat the various health problems that our soldiers may have
    Key Skill: Intelligence
    Mission Required: #21 ( 2 Total )
  • Defense
    Can control anti-drone turrets and spy surveillance towers. With the right facilities they will keep your base safe and free from enemy attacks
    Key Skill: Accuracy
    Mission Required: #38 ( 3 Total )
  • Researcher
    Will use science to develop new types of buildings and also upgrades for your buildings
    Key Skill: Intelligence
    Mission Required: #15 ( 4 Total )

Active Soldiers
Can be sent on missions, both normally and permanently, and all start as privates before being trained to their chose speciality. Privates can be trained to any level of soldier without needing to be specialised first, although this can be more time consuming as more advances classes will usually have higher stats.
All soldiers live in barracks***.
Name
Tier
Speed
Strength
Intelligence
Accuracy
Mission Needed(Amount)
Private
See notes
0
0
0
0
#37 ( 22 )
Artillery
1
0
40
0
0
#1 ( 3 )
Explosives Engineer
1
40
0
0
0
#2 ( 3 )
Comms Specialist
1
0
0
40
0
#1 ( 3 )
Infantry
1
0
0
0
40
#2 ( 3 )
Aviator
2
55
55
0
0
#4 ( 3 )
Spy
2
55
0
55
0
#7 ( 2 )
Tank Driver
2
55
0
0
55
#9 ( 3 )
Sniper
3
65
65
0
65
#13 ( 4 )
Juggernaut
3
65
65
65
0
#14 ( 3 )
Hacker
3
65
65
65
0
#31 ( 2 )
Chemist
3
65
65
0
65
#35 ( 3 )
Diver
3
65
65
0
65
#77 ( 3 )
Navy Commander
3
65
65
65
0
#70 ( 2 )
Commando
4
75
75
75
75
#18 ( 3 )
Desert Soldier
4
75
75
75
75
#43 ( 3 )
Snow Trooper
4
75
75
75
75
#71 ( 4 )
Instructor
See notes
0
0
0
0
#75 ( 6 )
Super Soldiers
See notes
90
90
90
90
N/A

Notes
  • Privates
    22 in total are required for Charlie's reinforcement missions, however (currently) they must be specialised in some way and any active soldier can be sent.
    It is recommended to use tier 1 soldiers (Arty/Comms/Engs/Inf.) due to the low requirements to meet the 36+ minimum performance of each recruit (93 points between basic stat and class skill)
  • Instructor
    Have no requirements, other than 5 completed missions. Skills do improve performance.
    Are not send on missions like normal active soldiers and spend their time managing other privates/soldiers.
    6 in total are required for Diana's reinforcement missions
    ***Live in premium houses
  • Super Soldiers
    Never required for any missions, however they can perform any mission in place of another class - very useful for boosting the expected mission performance, especially late game
    Training building only has 1 active shift slot despite 2 jobs, requiring 1 on each shift (Day/Night)
Missions
Notes:
This list is accurate as of 0.9.0.38 in early access, mission rewards, requirements and difficulty may change.

Multiple mission may appear at the same time, subsequent missions will not appear until the block is cleared

Many thanks to Felix in the dev team for supplying the mission list

#
Name
Timed
Reinf.
Reward
Soldier 1
Soldier 2
Soldier 3
Soldier 4
Difficulty
Enemy Battle Rank
1
Save the Cabbages, Save the World
No
No
9331
1 Comms Specialist
2 Artillery
Very Easy
60
2
Deforestation in the Valley
No
No
9331
1 Explosives Engineer
2 Infantry
Very Easy
60
3
Stopping Power
Yes
No
9331
2 Artillery
2 Explosives Engineer
Very Easy
80
4
Cabb... Damage Control
No
No
9504
1 Comms Specialist
1 Infantry
1 Aviator
Easy
102
5
For a Fistful of Dollars
No
No
9331
2 Comms Specialist
1 Infantry
Very Easy
60
6
A New Frontier
No
No
9504
1 Artillery
2 Explosives Engineer
Very Easy
60
7
Among High Society
No
No
9504
2 Comms Specialist
1 Spy
Easy
102
8
Operation Target Garden
No
Yes
9331
1 Maintenance
NA
25
9
Sausage and Trenches
No
No
9504
2 Infantry
1 Tank Driver
Easy
102
10
No Country for Old Flowers
No
No
9504
1 Artillery
2 Tank Driver
1 Spy
Easy
156
Patch Notes
PATCH NOTES v0.9.0.38 (Hammer)

Welcome to a new update, the fourth since we released the game a little more than a week ago. The community involvement has been amazing and we are working hard to improve the game every day.

This update includes the commemorative statue for the participants in the “Women’s Day Celebration Contest”, as well as some very requested improvements and other bug fixes.

Improvements :

-Soldiers who are on a mission are shown with shading and an informative tooltip on building assignment lists, so you’ll be able to know more easily why you can’t select them.
-The game now assigns injured people to treatment buildings whenever there’s room available, to reduce micro management.
-The limit of buildings per camp has been increased by 100.

Bugfixes :

-Fixed stability issues with pathfinding that made the game crash when changing camps and caused instabilities in general.
-Thanks to feedback from user “TacticalWeasel” we’ve fixed a bug that made one of the walls of the Intelligence Training Building Level 3 disappear.
-Fixed a bug that showed a warning with incomplete information when assigning a transferred soldier to an instructor building without the required specialization building.
-Thanks to the report from “Byuyu” we’ve fixed a bug where after specializing an instructor, the rest of the specializations would display incorrect information about specialization requirements.
-Thanks to the report from “Schedelke” and “Fronzie” we’ve fixed a bug in which after deleting the instructor’s building and trying to assign a soldier again, a “cannot access building” warning appears, blocking any input.
-Fixed an issue where when firing a monitored soldier, the soldier’s head remained painted with a yellow outline.
-Fixed the position from which the rejected civilians would get in the train in the desert biome.
-Fixed a problem where some character portraits were changing incorrectly.
[15:17]
Pro tip - #3

Remember to set goals for your soldiers, this way, the game will let you know when they have reached the necessary skill points and you will know that you have to change their training to keep improving.

Medal of service:
In this section we want to highlight some users that are a pillar of our community for their dedication and help to other members, and who are helping to make the One Military Camp experience so much richer. In successive updates we will be mentioning the most participative community members who have also earned their medal.

Shout-out to “BonPadre”, “IL PALLINO”, “Aeromar” and “DNLH” for their support in the community and their help to other users in the Steam forums.
In our Discord, shout-out to “Clueball”, “TacticalWeasel”, “MoonMonger” and “Nosedigger” for helping us find a lot of bugs and providing feedback, as well as helping other community members, solving their doubts and promoting a healthy conversation.

PATCH NOTES v0.9.0.35 (Sauerkraut)
We’ve seen that some players have had issues with the previous update, so we’ve reacted as fast as we could to fix them with this patch.

On the other hand, we want to let you know that we’ve already started working on the SteamDeck port, which will arrive later this month as you can see in our development roadmap. We can’t wait for you to see for yourselves how cool the game looks with adapted controls and revised UI layout.


Improvements 💪 :
Heroes now shout words of encouragement to the recruits when you send them jogging. Try it out by selecting a hero and clicking the “Jogging” button on their detail panel.
We’ve added spark effects to generators and power poles when they are almost at their overload limit, so you have more visual warnings and can get ahead of the problem.

Bugfixes 🐛:
-Thank to the report of the recruits Byuyu”, Fernan9159, !Destex, MoonMonger, Glitch, unaljoy, Fla313, !World, FMFan2014, RAR_Dingo, sg13x... we have fixed a bug in which the characters would freeze after doing some operations like upgrading a building with workers inside.
-Thanks to the report of Pimpf5 we have fixed the bug where no building or recruit could be selected after loading a save after the previous patch.
-Fixed a bug reported by AndrewXD where characters currently on a mission were not appearing in the building’s soldier list.
-Fixed a bug in witch the game would crash after selecting a reception center containing the maximum number of recruits at level 3Up
-Fixed a bug where some characters would overlap in the same place in the reception center.
-Diana’s and Julie’s special hero perks were swapped. Now they are applied correctly.

Pro tip - #2
Remember that building placement is very important in One Military Camp. If you want maintenance to work well, spread the maintenance buildings around the camp, don’t concentrate them in one spot. This will make it easier for them to reach all points in the camp

0.9.0.34 Cabbage

Balance ⚖️ :
-Price adjustment on decorative items. (Reduced: ~ 25 to 800%)
-Increased mission rewards. (~ 54% or 3,000)
-Increased daily income per territory. (2,500 > 3,000)
-Increased the food storage capacity in the Canteen. (T1/2/3: 75/100/125 > 110/130/150)
-Reduction in power consumption of Private Houses.
-Revised the power consumption ratio of energy batteries.

Bug fixes 🐛 :
-Limited fps during loading screens to avoid issues with graphic cards.
-Improved memory consumption to avoid crashes in PCs with 8 GB Ram.
-Thanks to reports of community members like “Teclilla”, “Dani R”, “Jo”, “andy92980”, “Ðallisan”, among others, we’ve been able to fix some problems in a few missions.
-Fixed a bug where the game made some soldiers invisible when returning from a mission if the soldiers were sent again for a second time without giving enough time for the previous helicopter to return.
-Fixed the problem that caused the mission character select window to appear blank at the end of a mission and prevented users from continuing the game normally.
-Fixed a problem in which some machines crashed on loading when using the full screen mode.
-Thanks to the report of “Robiano” we have solved a bug where you could exceed the number of monitored soldiers when transferring them to another camp.
-Fixed a bug with the anti-drone batteries which were spinning incorrectly when there was no power.
-Fixed the serving food animation in the canteen for male characters.


Pro tip - #1
You can connect several generators by wires and electric poles and this will make them share the load. It’s a good idea to create an area in the camp with several generators connected to each other, and bring power to the rest of the camp from there. You can even create separate grids to avoid chain reactions.

0.9.0.32 (Firefighter)

- ⚖️ Balance: We’ve lowered the requirements of some missions in the snow biome to make them a bit easier.

- We’ve optimized the detail of your soldiers to improve performance.
- Changed the VSync options to On, Half, Off to be more descriptive.
- Security staff will prioritize using anti shield turrets when the enemy drone has an energy shield.
- Added some missing UI translations to French and German language.
- Removed selection outline appearing in some particle effects.
- Improved the stability in graphics settings to prevent crashes.

-🐛 Bugfix: The tech tree will no longer lie to you about having new available research, when there's actually none.
- 🐛Bugfix: Some loans are no longer offering a 0.0% interest rate.
- 🐛Bugfix: Now it’s no longer possible to interact with elements while in photo mode.
5 Comments
Capt.Jamesbloke 10 Apr, 2023 @ 1:28pm 
This guide is BOSS! I'm using it for reference as I didn't know how many privates to begin with etc.
Judi Wrench  [author] 17 Mar, 2023 @ 7:05am 
Thanks, yes I'll be trying to stay up to date as early access continues
I've thrown them a message but for the time being I'm continuing alone
ThunderZabimaru 15 Mar, 2023 @ 3:24am 
This guide is THE GOAT, lots of encouragement to continue. :praisesun: I'm sure the devs are willing to help you if you ask them. :resmile:
Judi Wrench  [author] 7 Mar, 2023 @ 1:00pm 
Not a problem!

Yes I planned on adding virtually all the basic information, needed a break after the first run!
nosedigger 7 Mar, 2023 @ 6:48am 
Thank you for this guide. I will write a new one for game mechanics, but will reference yours for basic info.

Do you plan on releasing the list of the missions with the requirement for soldiers ?

It would be a good addendum for new users, when suggesting in which order to hire and train.