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As for drink value? Cultural preferences I say. Seems the beings of Kenshi really like their Grog.
If the ninjas reach your gate by that point, take your turret gunners off their defenses and put them either into the fight/somewhere safe, depending on how badly you need that extra hand. Leaving the gunners on will risk your fighters being incapacitated by friendly fire, and leaving you not only with your bread baskets emptied, but your defending force potentially dying/dead. Have your gate guards/melee defenders have TAUNT on, as it will increase the likelihood that the enemies will go after them instead.
To go from there, I would recommend making it clear who is a worker, and who is a fighter. Segregate laborers from your guards and gunners, your medics, your scouts, etc. This will allow you to get weaker characters out from danger. When I'm preparing for an attack by a credible threat, I lock away my Farming, Labor, and Smithing divisions in Outposts & disable their jobs to try and keep them from getting caught in the crossfire. Rescue teams don't get involved with the fighting if they can help it. Turret gunners leave the fight as soon as the gate's integrity is about to go, and join the rest in the bunker as last-resort defenders.
Never had a problem ever again with raids.
Here's mine, you can see the entrance is very narrow so enemies will enter one by one.
https://steamuserimages-a.akamaihd.net/ugc/830261972724520817/3B5672B56C0971816B8997830EA297C645E552F8/?imw=1024&imh=640&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
https://steamuserimages-a.akamaihd.net/ugc/830261972724521950/2FF1D24BCCD760BA5CD5B28E6D293BEA9EA86D1F/?imw=2048&imh=1280&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
So, yeah. They are worth it, because safe damage before they hurt your guys is safe damage, and later on, should you have a large work force, they can defend it on their own.
This is another thing Im not sure about, how big should base farmers/crafters/workers be and how big should my dedicated combat squad be for exploring?
Yeah, depending on how complicated you want to get, the primary purpose of the killbox is to orient more bows within a 45degree arc of the gate, where as simply putting them against a flat wall to gate configuration means some crossbows will have an obtuse and often obstructed attack angle.
More complicated setups involve creating a double wall, this type of Citadel defense is a bit irritating to make without perfectly flat land, because of how finnicky walls can be. For anything other than the most insane raids (Eyegore for example) a simple "U" box gate will suffice.
The cliff that I am on has ONE entryway and it's just east of the hub above that river. I'll have to try to figure out how to make that gate there with the walls to kill off the newby bandits and still have room for my rum farm and wheatfarm operations. I've squished all of my farming and building in the back corner as best as I can, so hopefully it leaves me with plenty of room.
If you want somewhere with plenty of wind, stone, copper, and iron id suggest looking around south eastern section of skinners roam. It may not have good growth rates for anything but cactus but you can manage wheatstraw, and its close to a lot of other capitals and in the center of everything so it makes a pretty good location for your home base.
My personal long term goal is to destroy both the Holy Nation and the United cities, the only faction I really like are the tech hunters.
I might move later on once I get more recruits and have my current squads leveled up, but I don't want to get demolished right off the bat. xD