Kenshi

Kenshi

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Dembo 18 ENE 2019 a las 1:42
Managing multiple outposts. Mid/Late game questions!
So... I was wondering.

I find all those posts about "the best building location" leading to nowhere, cause it depends on the playstyle and what do you want for your base to produce. From what I experienced there is no such location that can give you EVERYTHING, and even if it is rich in resources and has many biomes there will be probably constant high-level raids or other "screw your life" factors ;>

Interesting idea for me is to create many outposts, each specialised in something different all over the map so I can get my guys to safety wherever I decide to go. But this idea creates questions, so many questions! T_T

1. Is there any limit for creating outposts?
2. Are raids "locked" to a single outpost? / are they generated for a random outpost you own?/ or maybe then the is raiding event they tend to attack your every single outpost? / or maybe NPCs choose the one that is closer to their spawn?
3. What if I leave one of my outposts empty, but locked? Excpet roaming bandits and animals - can bandits spawn inside and claim it?
4. Are there any factors that might provoke events/raids to focus or attack certain outpost? Like lots of food stored, training dummies, overall well organised base?

I haven't tested much of this yet, but maybe someone did.

From my observations, when I had little outpost in the wilderness I got attacked so many times that I've decided to buy a house in one of the towns instead -I haven't dismantled my first outpost. What happened is that all raids and events switched to my house location leaving that outpost alone. I tested it for few days only so I'm not sure if that's a permament thing.

Maybe bandits focus on locations giving them the most? Like most food, resources, sleeping beds, training dummies etc?

As tl;dr

Is there any way I can make my outposts rather safe, or even leave them empty without fear, that when I come back it will be taken over by someone/or sometiing :o else? (except for free-roaming bandits and animals obviously)

The idea of having many specialised outposts (for example hidden places that my thieves can dump their spoils from every region) is reaaaly cool. But sadly I'm not sure if it is possible to maintain.
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Mostrando 1-15 de 24 comentarios
nex 18 ENE 2019 a las 2:06 
if you leave the "reality-bubble" leaves with you and nothing happens to your outpost until you get back in range.

only issue might be performance if you have many recruits in different locations at once.
cwhitney 18 ENE 2019 a las 2:26 
My understanding of raids is that it doesn't matter how well populated your outpost is. It'll get raided based on where it's located. The frequency and aggressiveness of the raids seems to be determined by its location as well, because my outposts in areas where there are large groups of wandering marauders are hit a lot more than outposts in more contained areas. For example, if you have good relations with the Holy Nation and have an outpost in the middle of the Holy Nation, you're unlikely to get hostile raids. But if your outpost is in the middle of the Crab Raiders/Reavers/Skeletons/Grass Pirate triangle, with you not being allied with any of them, you're going to be hit constantly. Even an outpost in the middle of the Border Zone gets hit regularly, but it's Black Dragon Ninjas, Dust Bandits and Band of Bones hitting you, so it's not as harsh as the former example.

In fact, the only outpost of mine in the Holy Nation to get hit was right on the border and very close to the Black Dragons, which was the faction that attacked me. All of the rest of my Holy Nation outposts in my playthroughs have only gotten Prayer Day and merchant visits so long as I stayed in the good graces of the Holy Nation. United Cities are a bit less pacified, so outposts in their areas are going to get hit by whichever bandit/cannibal groups are in the area. They'll also get hit by slavers. Same thing with the shek, but without the slavers.

Long story short, expect to get hammered by whichever hostile groups are in the area of your outpost so long as you have someone manning the place.
Dembo 18 ENE 2019 a las 2:59 
Publicado originalmente por nex:
if you leave the "reality-bubble" leaves with you and nothing happens to your outpost until you get back in range.

only issue might be performance if you have many recruits in different locations at once.

Yeah I am fully aware of the fact that having let's say 10 fully manned outposts will actually be unmanagable cause of the loading time and such.
Thanks for the answer by the way! So as long as they are out of sight nothing bad should happen... that actually solves LOADZ of my problems :D

@cwhitney - Thanks for the long answer :)

What keeps me wondering is some people posting that sometimes having lots of supplies in your buildings works like magnet for starving bandits for example - and I don't know if it's true.
Like... how possibly do they know that you store loads of foods?
But if it happens to be true, well... starving bands are actually no chalenge at all but the sheer fact of constant raids might be tireing
Fried Tikoy 18 ENE 2019 a las 3:21 
1. Is there any limit for creating outposts? Nope.

2. Are raids "locked" to a single outpost? / are they generated for a random outpost you own?/ or maybe then the is raiding event they tend to attack your every single outpost? / or maybe NPCs choose the one that is closer to their spawn? From my personal experience, raids only tend to occur on one of my outposts. And yes it depends on the proximity of your outpost from their base. My other outpost - since it's closer to an enemy tower - they ask for demands instead and if I retaliate then they reply with "bandit rage" (they attack because you don't give them money).

3. What if I leave one of my outposts empty, but locked? Excpet roaming bandits and animals - can bandits spawn inside and claim it? You can leave your outposts with items and even with defensive gates open - as long as nothing alive from your faction is there - nothing will happen. No prayer events, raids, etc.

4. Are there any factors that might provoke events/raids to focus or attack certain outpost? Like lots of food stored, training dummies, overall well organised base? It just depends on the proximity of your outpost (as above) - if it's close to an enemy base/spawn point, they will interact with you.

Note: This is based from having only two outposts active at the same time. The others are abandoned but are checked in from time to time.
Última edición por Fried Tikoy; 18 ENE 2019 a las 3:22
nDervish 18 ENE 2019 a las 3:22 
Publicado originalmente por Dembo:
The idea of having many specialised outposts (for example hidden places that my thieves can dump their spoils from every region) is reaaaly cool. But sadly I'm not sure if it is possible to maintain.

One option for that would be to use the Player Hideout mod, which gives you a handful of very basic building options (the two smallest houses, general storage, bed...) which don't create an outpost, so that you can create a little hideout like you described, where you can stop in passing to rest and drop off loot. Note, though, that, since it's not a "real" outpost, there's no map marker, so you'll need to have some other way to find it when you return.

If you want to set up any kind of manufacturing or power production, those buildings are not included in the hideout options, so you'll create an outpost normally to do those things.

https://steamcommunity.com/sharedfiles/filedetails/?id=1458825795
Dembo 18 ENE 2019 a las 4:12 
Awesome, and awesome! Thank you so much for solving all those questions!
Thundercracker 18 ENE 2019 a las 10:25 
Publicado originalmente por FriedTikoy:
3. What if I leave one of my outposts empty, but locked? Excpet roaming bandits and animals - can bandits spawn inside and claim it? You can leave your outposts with items and even with defensive gates open - as long as nothing alive from your faction is there - nothing will happen. No prayer events, raids, etc.
no UC taxes?
cwhitney 18 ENE 2019 a las 14:15 
Publicado originalmente por Dembo:
Yeah I am fully aware of the fact that having let's say 10 fully manned outposts will actually be unmanagable cause of the loading time and such.

I actually had five working outposts in one playthrough and it worked out fine. It was naturally my first playthrough before I realized that there isn't a great incentive to having more outposts than those that can provide for your squad's needs.

I have a playthrough where I raided slave camps for slave recruits, with outposts nearby to wait out the slave timers. That playthrough had nine different outposts, although only two of them were in constant use.

Amusingly, in my first playthrough when I ran out of things I could think of doing, I took my builders around and built towers on the highest points I could find that were within sight of one another, sort of a "lighting of the towers" thing. So while that playthrough had five separate functional outposts, it also had about 17 outposts in total.

That was a mess.
cwhitney 18 ENE 2019 a las 14:17 
Publicado originalmente por Dr Gori:
no UC taxes?

Nope. Hell, you can run all your guys out of your outpost when the raid message comes in to avoid taxes as well.
Mеченый 18 ENE 2019 a las 14:24 
Publicado originalmente por Dembo:
Publicado originalmente por nex:
if you leave the "reality-bubble" leaves with you and nothing happens to your outpost until you get back in range.

only issue might be performance if you have many recruits in different locations at once.

Yeah I am fully aware of the fact that having let's say 10 fully manned outposts will actually be unmanagable cause of the loading time and such.
Thanks for the answer by the way! So as long as they are out of sight nothing bad should happen... that actually solves LOADZ of my problems :D

@cwhitney - Thanks for the long answer :)

What keeps me wondering is some people posting that sometimes having lots of supplies in your buildings works like magnet for starving bandits for example - and I don't know if it's true.
Like... how possibly do they know that you store loads of foods?
But if it happens to be true, well... starving bands are actually no chalenge at all but the sheer fact of constant raids might be tireing
About the bandits thing. In my current save I have 4 full food stores and 3 full of each: leather, fabric,ore,copper, iron plates, building materials. I didn't notice any extra hungry bandit attacks after I filled more food storages. Also I have raiding on high and patrols at 2.00 with squad size at 1.75. I think it just depends on where you are based.
Última edición por Mеченый; 18 ENE 2019 a las 14:24
Dembo 21 ENE 2019 a las 1:58 
About the bandits thing. In my current save I have 4 full food stores and 3 full of each: leather, fabric,ore,copper, iron plates, building materials. I didn't notice any extra hungry bandit attacks after I filled more food storages. Also I have raiding on high and patrols at 2.00 with squad size at 1.75. I think it just depends on where you are based.

So, another myth taken down ;)

I have experienced another issue..
After having houses in multiple cities (listed as outposts) I have created my main base which is completly free from any events (raids, merchants, HN), because all of these events are focused on my, now empty houses.

I'm not really happy about that cause wandering merchants (pets) and raids for exp are always a good thing imho. Especially when i built my city on the crossroads :D Any solutions for this?
VayneVerso 6 FEB 2021 a las 10:45 
I started a new thread, but deleted it, because I think this one is pretty good and answers some questions. Just curious to hear from a few more people about the feasibility.

I've definitely noticed some performance problems that result from having people in multiple locations. For example, in my experience, pathfinding seems to completely break down when I've had characters in about three different places, or maybe if I'm trying to move groups from two locations over large distances.

Are there any other things about which I need to be aware? Is the deal kind of like, you can build as many outposts as you want, but you probably shouldn't have people are more than two of them? Does performance depend upon the complexity of your base?

For example, what if all I had at a base was a farm and a stove and a stormhouse and maybe a couple of people to keep it running? I assume that's easier for the game to handle than, say, a full-fledged base with a large squad running complex job lists?

Also, let's say I have my main base on the Northern Coast (which I do), and I have a farm down near the swamps or something where I station a couple of characters. Am I going to get cannibal raids down there, or will it still just be the local jerks? (This might have already been answered.)
Última edición por VayneVerso; 6 FEB 2021 a las 12:32
Hatsune Neko Gaming 6 FEB 2021 a las 12:27 
The only limits are those imposed by the game and it's performance.

With the 256 mod, you can have one person in 256 locations.
Though your game will most likely crash way before you reach it.
Mostly due to running out of memory.
cdplayer906 6 FEB 2021 a las 14:40 
you can run into some bugs w/ multiple bases. i've lost a whole base (the only thing left was the map marker) just having 5 bases total.

that being said i still run multiple bases
VayneVerso 6 FEB 2021 a las 14:56 
Publicado originalmente por cdplayer906:
you can run into some bugs w/ multiple bases. i've lost a whole base (the only thing left was the map marker) just having 5 bases total.

that being said i still run multiple bases

I think I saw your post the other day about that. This really isn't something I've seen other people reporting, though, so I'm not overly concerned about it. I run a completely vanilla game and save my game religiously.
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Publicado el: 18 ENE 2019 a las 1:42
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