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-the Northern Coast near the deadcat fishing village as unless you piss off the Flotsam Ninjas you'll only have to deal with Scrawny Cannibal Raids (large ones) and a Tin Head special raid, with the only wandering enemies being hungry bandits and cannibals, the latter usually ignore you. You can hire mercenaries in the nearby bars to deal with raids. Deadcat Fishermen, Flotsam Ninjas, Cannibal Hunters, Tech Hunters and occasionally very lost Holy Nation Patrols will aggro most of the cannibals so you'll rarely have to fight them. The Deadcat fishing village has a terrible selection in their shops, so you'll have to go to Worlds End and hope you don't run into a cannibal camp. You should be fairly safe here as long as you bring your main squad back before a Scrawny or Tin Head raid. The former can be anywhere between a complete joke to like 50+ guys showing up.
-Northern part of the Hook only has you dealing with UC taxes. Starving Vagrants and Slave Hunters will show up and usually be easily slaughtered. Occasionally and very rarely Beserkers wander around parts of the area, being the most dangerous thing you'll encounter. Shouldn't be too much of a problem to venture out from here.
-North of the Holy Nation Stone mine at the edge of Okrans Gulf and Okrans Pride. Easy spot if you don't PO the Holy Nation and have nothing but Greenlanders who are mostly male. You'll almost never encounter enemies outside of raids, and they will be starving bandits only. Raids will consist of easily paid off Dust Bandits, and somewhat large raids of deceptively weak black dragon ninjas who often ignore people on turrets for a bit. Occasionally the Holy Nation can be relied on to fight off a raid for you, and they have multiple safely accessed towns nearby to buy and sell stuff. Since Black Dragon Ninjas are surprisingly a lot weaker than they appear and bum rush your food stores to the exclusion of attacking people they should really focus on, it shouldn't be too bad for small squads to set up here.
Personally I prefer more interesting spots though, like in the Swamp where there is one of the closest things this game has to a questline.
that place has got copper, iron, stone, 100% fertility though arid so wheatstraw won't be as effective but plantable and cactuses will thrive.
but that place is sort of a constant warzone between starving bandits, band of bones, dust bandits AND beak things.
so I'd heavily recommend if you'd have a few guys with skills in 40-50 in combat guarding the place or just have mercenaries hanging around on a constant basis, or hell even better just buy a house in the hub and then research a bunch of ♥♥♥♥ like Auto Multi-barreled harpoon and walls before making a base
When looking for a location, open the Shift+F12 debug menu and hit the navmesh button, then roads. This will show you where all the roads are so you can avoid building on or too near them.
There's certainly easier spots for a green as grass group to build a base... But not many. Even near the Hub can sometimes be harder as cannibals don't raid your food stores like Black Dragon Ninjas nor do they demand taxes like Dust Bandits, and the larger of the Dust Bandit raid events is probably a little harder than the larger scrawny raids depending on your equipment and base setup.
And yeah, cannibal raids are actually easier than dust bandit raids, not least because of the ease of kiting to other groups, but also because cannibals don't wear armour and are super flimsy... plus they don't use crossbows. Not the case for bandits.
The only downside really is dealing with the wildlife, Beak Things in particular. They make for good training if you're prepared but it can be brutal early on. But if ya know what you're doing, you can make things work for you there.
If you don't mind the tortured screams that occasionally echo from the fog, and braving said fog yourself to go anywhere, it's a unique spot a stone's throw away from Mongrel. Great view of the fog pits and all the grog and hashish in the world. I built an entire wall around the area, but you could easily just wall off and gate the entrances themselves.
There is a ridge line right where you are talking about just a few seconds run north of the rebel base. If you look closely you will see a natural defensive layout in tiers going up the ridge. I was able to block in a huge area with a very reasonable amount of walls. I placed an "L" shaped 3 gate system on the west and just blocked off the entire east side. I was able to hold off raids easily with just 7 people in my squad while I recruited more people and built up my base and did research.
There is iron, copper, stone, and some areas of decent soil there and room enough to build your own city. You won't have many tough bandit raids; mostly the hungry bandits and dust bandits. Also the bandits seem to always go for the gate. I've never had a raid attack the east wall though I do have fully researched harpoons mounted there in case.
I have mods for moisture vaporator, automated copper mining, 256 person limit, and crop growth improvement you may not need crop growth mod but the other three are really helpful. Hivers and other traders do visit but are always too poor to buy much so i may install the mod that gives traders more loot to spend.
Even the toughest raids are cut to pieces by the time they really start to damage the second gate. I've never had a raid of any size breach the third gate. Also the harpoons tend to blow a lot of limbs off the bandits which keeps the bone dogs happy and fed.
If you just build walls first, but no houses or gates, you can enclose the area without bandit raids and then place gates at the very last when you are ready to establish your base. Now i have close to 50 people in that base including my combat group of 26.
Overall, I look for locations that have access to the major resources, hopefully inside the base, and offer natural defenses that can be utilized to keep resource costs down when building. Build big or build small just make sure you have enough people with some decent bow skills to hold off the raids while you recruit and research.
There is also a constant strong wind blowing in the area, so energy generation isn't a problem.
It's easy to block the passes through the area with buildings and wall in the surrounding area to control entrances and exits.
Only potential problems are the fogmen, which are pushovers even if they have numbers.
You can potentially get trading caravans from Mongrel, Deadcats, Western Hive and the Holy Nation. And yes, the Holy Nation will enter the fog islands, they just won't go very deep inside them. If you've got any non-humans I'd suggest setting the city to private to prevent HN patrols and trade caravans from potentially causing problems, if you're already at war with them however feel free to keep the city set to public and just murder them when they arrive.
The only bandit/raider assaults that happen in the area are The Fog (a giant fogman wave), and Dust Bandits.
Wandering threats in the area are fogmen (obviously), Holy Nation Outlaws (you can eventually wind up friends with them if you save enough of em from fogman poles though), the occasional bonedog pack and beakthing pack (you only get bonedogs and beakthings if you're at the very edge of vain).
Random wandering groups of Tech Hunters, Nomads and Mercenaries can come through the area from time to time as they travel to and from Mongrel.
It's a solid base of operations to build up an army or supplies before moving to somewhere more difficult (I'd suggest near the Ashlands for a second base to add a bit of difficulty).
I would suggest using 3 squads to settle here though.
1) Your primary adventuring squad
2) Your workers
3) A city defense squad to protect your worker bees
Once you have a good food supply line, having more people isn't an issue at all. I'm currently at 247 people in one game and still have a surplus of food, grow wheat outdoors (for bread, alcohol, etc), grow rice, greenfruit and other stuff indoors via hydroponics, cook up gohan for easy food and feed an army with only 4 full-time farmers and 2 full-time cooks.
I can attest to Fog Islands being a really good starting base location. Though I prefer to settle in the little nook just northeast of Mongrel for more streamlined trade with Mongrel.
Has max ferility, high wind, loads of ore with very good yields, essentially everything you want. The only caveat is that it's a little tricky to build on, at least until your borders expand a bit.
Get a fair amount of Fogmen activity due to it being in the middle of major foot traffic lanes between deathyards and Mongrel. Besides that, you will get a steady flow of Triangle bandit raids.
Never underestimate the little foggers though, especially if you run BBB mod. The Fog princes are not to be trifled with. Once I turned my back for a minute and half my squad had been maimed and carried off by the fogmen, which ultimately resulted in a harrowing 3 hour rescue operation. That was possibly the most exhilarating experience I've had in Kenshi to date.
Granted, you need only a longcoat and straw hat. There's little wind so you'll want to rush batteries. On the plus side, you have access to every resource on the island. You'll need to do a bit of exploring for copper, but it's there. You can grow every crop at high yield.
So yeah, just cover up your organics and you'll be fine.