The more fighting within range of a camp, the better.
There is no recruitment cap for this unit.
Friendly and neutral factions may recruit Ogre Bulls ( monstrous infantry) units into a nearby army as mercenaries, which have a corresponding high upkeep. Exert a sphere of influence, similar to Dark Elves' Black Arks, which provides a variety of bonuses to armies inside it, such as additional replenishment, extra meat resource and access to its local recruitment pool. Non-recruitment buildings provide a number of positive effects, from major unit upkeep reductions to global effects. Must be sieged to be destroyed as it acts as a standard settlement with walls. Recruited units can spawn directly in the garrison rather than in the recruiting army. You need at least 1 unit in the garrison at all times, and you can abandon the camp by removing the entire garrison, similar to the abandon settlement building option. The garrison can be changed by swapping units to and from any army unlike standard settlement garrisons. Generate additional income if in enemy territory as it behaves as an army in raiding stance. Can be deployed anywhere, including enemy and neutral territory, as long as the distance and army requirements are met (see restrictions section below). Owning regions is valuable, but multiple large camps will render you a force to be reckoned with. Specific building chains are compiled in the table below. Camp buildings are grouped in 5 clusters focusing on basic and advance military, defence and infrastructure together with the camp itself.