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Since it lies on the border of Shem (arid) and The Swamp It has all - copper/iron nodes, both wind and biofuel (hemp) eletricity otpions, water (wells and rain collectors), stone and fertility. You can also ally with the Hounds which are nearby for extra protection. No raptors, plenty of Beak Things for meat and skins. Central location. And for the added bonus it does look beautiful.
Only one nitcpicky issue I have with it is how zone tranzition sound gets annoying overtime.
Oh and Tax free Zone ;)
Or go a bit further south onto the border of the swamp if you want some riceweed farming on the go.
Pros:
- HUGE building area, and long cliff on the southeast edge of the mesa provides a perfect natural wall with only small holes to plug.
- 2 decent quality coppers and 2 decent quality irons found in southwest corner of mesa that can be easily walled off. Can also put down 3+ stone mines in same area
- Wind power is mostly stable and ideal in this area
- No major raids, just starving bandits, dust bandits, and ninjas. No more than 15 hostile members in these raids.
- No hostile fauna, but plenty of garru and goats to hunt in the immediate area for skins and meat. Also great pack beast hunting in the desert just east of the mesa
- No taxes or Prayer Days, truly neutral and lawless area
- For stealth training, huge groups of starving bandits patrol the desert to the immediate east, great for sneaking behind during night for huge stealth bonuses
- Quick access to Shek Kingdom and Holy Nation, as well as the Waystation that provides building and robotic supplies as well as some food and crops to get you started
- All crops growable to some extent and plenty of room to put down fields. Excellent for growing hemp and cactus.
- Caravans will visit quite regularly
Cons:
- Far away from high-level areas, meaning longer trips to-and-fro to these areas when treasure hunting or conducting other business
- Iron and Copper is not quite 100% quality
- Wind power will very occasionally die down once in a while, so having excess spare wind generators or batteries is recommended
- Raids are relatively common, occurring anywhere between every 1 to 3 days or so. Having dedicated harpoon gunners is recommended
- Wheat provides about 60% fertility and a reduced growing rate. Greenfruit, Cotton, and Rice have an even more difficult time growing here than Wheat, so you will need more farms and farmers to compensate
If you don't mind being away from the high level action and having to invest more manpower and landspace to farming, it does not get much easier than settling in this area. And if you have hydroponics, you have basically achieved ultra-easy mode, since you will now have eliminated the arid farming issues and have plenty of space to build the structures necessary to house the hydrofarms.
Interesting place, but I tbh find the swamp to look super creepy, it always puts me off and I dislike traveling through the swamp because of it (the pathing is also terrible in the swamp, but the main reason is really how it looks)
I'll check this place out. I've been a little stuck on wanting fertile ground, but maybe I'll just eat cactus and deal with it until I unlock Hydro. Having to manually hunt for leather is mildly annoying, but I have to compromise on something, maybe. Being away from high tech areas is no biggie, I have plans for that. I know where all the important locations are and I calculated how many books/cores etc I need, lagoon and deadlands is close to that place, which are both easy places to get plenty tech for the earlygame needs, on top of a few other good zones being closeby for tech. From my calcs, all I need is 1 core, 1 eng research and 19 ancient sience books. On top of that, you don't need to carry tech home, you can take your spoils to any nearby town, purchase an empty building and build a research bench, naturally this costs $$$, but really not much, you can take a small shack and a small bench, it doesn't matter, you can drop it off there and pay from there, at home your scientist does the work. Each trip should easily pay for this+food, but for this reason I also want my base to be fully autonomous, I don't want it to be necessary to actually go home with fighters to progress the base, only for emergencies to protect my people (since I have a few self set rules, such as no running away from attacks on the base, no walls or turrets, etc)
Green and arid, with water in all except the highest peaks, and close to the HN for raids on caravans in Gulf and Pride. Mongrel has a great array of shops.
You can build pretty close to the east gate and hire mercs - it'll be a challenge, but gives great training for low-early mid.
Only shortcomings resource wise are skins - again, hunting in Gulf and Pride can remedy with the bulls.
Other option (hear me out) is flats lagoon - hive caravans are so common, you can get free town guards while they're there. Fertility is poor at 50% (as is copper) so hydroponics is recommended, but the hivers stock the latter often. It's more central for the late game, but more dangerous overall - raids can bring Reavers apparently, although I'm yet to see it.
https://vignette.wikia.nocookie.net/kenshi/images/b/b8/Kenshi_all_in_one_map.jpg/revision/latest?cb=20190327232444
Are you sure the place is without prayer days? According to the wiki, it's in their territory range. I looked at the place, it sure looks interesting, but having no paladins/prayer days is a must.
Edit: @Jayne, I'll think about it, although I don't like settling in a beak thing territory, I've never done it before and so I'm a little anxious about it, don't know how it'll go in the early stages, I really like to set up as early as possible, grabbing just enough tech to level all crafting lines while feeding myself, so I can be on my way and run across the map to come back to 80+ smiths to get me endgame gear. Edit2: What I meant to say, my farmers and labourers are pretty potato at staying alive, I tend to hire mercs in the early days for base defense vs raptors in okrans pride for example, it protects my farmers well and helps them get some experience, need to hold out until I have food/beds and money in general kicks in from production.
This is a more accurate and easy-to-read political map in my opinion, you can find the mesa just above the letters "-ONE" in "BORDER ZONE":
https://i.redd.it/1crp9e5gx9m31.png
The de facto rulers of this territory are the Tech Hunters and Trade Ninjas who live in relative peace with eachother (usually), and honestly I don't remember ever even seeing their patrols in the area either, even though there is technically a road that runs on the far eastern side of the mesa.
Once you've skilled up a bit and looted the whole NW, you can abandon it for Shem, Darkfinger, Greenbeach, or Fishman Island (depending on your next goals). Shem makes a good central location for a main base, but you want to be able to handle up to 3 beak things before settling there. There is a spot right on the border with the swamp where you can get stone, iron, copper, water, 100% arid fertility (cactus/wheat) and 100% swamp (rice/hemp) all in one town. It is also right off a road for visitors.
The local wildlife provides excellent training too for your units. Just be sure to have some baby sitters on hand to swoop in and rescue your trainees for their first couple of sorties lest they find themselves killed and eaten by Beak Things.