Kenshi
Kash Jan 2, 2023 @ 3:15pm
Holy Nation, Slaves and Reputation
Interesting take this guys have on slavery. If donating 1 captive for +1 reputation gain.
Any advantages to good relations with them?
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Showing 1-15 of 25 comments
TamTroll Jan 2, 2023 @ 3:28pm 
they're pretty decent people in comparison to the others. They don't ask for money or food, just a minute of your time every few days for prayer day. and they don't really care about things like hemp or even high level research tech despite being against it in lore.

Their land is safe and fertile, no super dangerous raids, you can grow wheat, cactus, and hemp there just fine, and you won't see anything like a duststorm, sandstorm, or acid rain to ruin your outdoor gear.

Honestly worst I've ever had to deal with is dust bandits and black dragon ninjas. and even then, kill the dust king and capture the ninja leaders, and the only thing you'll have an issue with is hungry bandits. Keep a few hungry bandits imprisoned, and they won't even bother you anymore. Really safe place to set up all things considering.

Downside is their weapons and armour are kinda shoddy, though there are mods to help with that like "stronger holy nation" and "Okran's Rest".

So long as you have at least one male greenlander with a holy flame, you should be able to deescalate any issues they have with you. i got a couple of paladins approaching my base demanding i hand over my two Shek members or thinking that the whole settlement was full of outlaw women, my male greenlander just calmly explained the Shek were his servants and the settlement was his, and the issue was resolved. Only real exception was one instance where a high paladin didn't accept the "Shek are my servants" explanation when we were out in the field. not sure why that was. but the visits to the base about that always came off fine.

They don't seem to care one way or the other about Scorchlanders, so you can get around that fine, and while your Shek or Hive won't be able to buy from the shops, they'll be tolerated so long as you've got a male human around.

Just don't be a Skeleton or wear any artificial limbs until you're allied with them. They'll attack on sight if you're not allies (50+ reputation i think), but if you are allies, then you'll be able to walk around with mechanical arms no problem. Think maybe skeletons as well? Haven't tried that one myself yet though, prefer to just kill them when i can.
ReD2222 Jan 2, 2023 @ 3:28pm 
If allied - they won't notice your Shek, Hive and Skelly senpais xD
bunny de fluff Jan 2, 2023 @ 5:11pm 
Originally posted by TamTroll:
they're pretty decent people in comparison to the others. They don't ask for money or food, just a minute of your time every few days for prayer day. and they don't really care about things like hemp or even high level research tech despite being against it in lore.

Their land is safe and fertile, no super dangerous raids, you can grow wheat, cactus, and hemp there just fine, and you won't see anything like a duststorm, sandstorm, or acid rain to ruin your outdoor gear.

Honestly worst I've ever had to deal with is dust bandits and black dragon ninjas. and even then, kill the dust king and capture the ninja leaders, and the only thing you'll have an issue with is hungry bandits. Keep a few hungry bandits imprisoned, and they won't even bother you anymore. Really safe place to set up all things considering.

Downside is their weapons and armour are kinda shoddy, though there are mods to help with that like "stronger holy nation" and "Okran's Rest".

So long as you have at least one male greenlander with a holy flame, you should be able to deescalate any issues they have with you. i got a couple of paladins approaching my base demanding i hand over my two Shek members or thinking that the whole settlement was full of outlaw women, my male greenlander just calmly explained the Shek were his servants and the settlement was his, and the issue was resolved. Only real exception was one instance where a high paladin didn't accept the "Shek are my servants" explanation when we were out in the field. not sure why that was. but the visits to the base about that always came off fine.

They don't seem to care one way or the other about Scorchlanders, so you can get around that fine, and while your Shek or Hive won't be able to buy from the shops, they'll be tolerated so long as you've got a male human around.

Just don't be a Skeleton or wear any artificial limbs until you're allied with them. They'll attack on sight if you're not allies (50+ reputation i think), but if you are allies, then you'll be able to walk around with mechanical arms no problem. Think maybe skeletons as well? Haven't tried that one myself yet though, prefer to just kill them when i can.
Lol +1
The Holy Nation are the undisputed good guys of Kenshi :holyflame:
Haethei Jan 2, 2023 @ 11:23pm 
Holy Nation is undeniably a strong faction, they have a really great map location (dead center of everything) and making a base there will not give you any trouble as long as you have a male greenlander + holy book in his inventory to do the Prayer Day event once a week.

Other nations will cause big problems if you try to make a base on their land, so holy nation is a good base place. They also have very fertile farmland and good mining nodes. Although they're weak on copper, it's not a super important resource, just one 20% or 40% node is good enough for building

Their shops aren't amazing, they don't have much in the way of technology books at all and they don't have very high quality weapons but you can get those elsewhere

If you're a male greenlander you're generally treated very well and roaming paladin squads will do stuff like heal you or give you food if you're injured/hungry

Don't bring skeletons anywhere near holy nation, even if you're allied I think they will still attack them. Other races are okay if you have a male greenlander nearby or you're allied
Azell Jan 4, 2023 @ 8:27am 
nah nah the tech hunters are the good guys of kenshi
TamTroll Jan 4, 2023 @ 9:40am 
If you can set up a base near a copper ore spot, you're pretty much set for life too. Copper is used for so little that it builds up quick, and Holy Nation has a small markup on buying price, something like 110% or so. It's enough that selling the copper nets you the same amount of Cats as if you were buying it from the merchant.

Almost all my money has been made by selling copper to the Holy Nation. Figure they use it to make those small Pheonix statues or braziers or the like.
Preacher Jan 4, 2023 @ 11:20am 
Originally posted by Azell:
nah nah the tech hunters are the good guys of kenshi
true, HN a close second.
Preacher Jan 4, 2023 @ 11:20am 
Originally posted by Preacher:
Originally posted by Azell:
nah nah the tech hunters are the good guys of kenshi
true, HN a close second.
Scratch that. Deadcat citizens > tech hunters > HN
TamTroll Jan 4, 2023 @ 11:31am 
Originally posted by Preacher:
Originally posted by Preacher:
true, HN a close second.
Scratch that. Deadcat citizens > tech hunters > HN
Flotsam Ninjas might be on that list above holy nation too. Haven't spent a lot of time with them and am currently actively trying to kill them in the name of Lord Phoenix (Blessed be his name), but they seem pretty okay, taking in refugees, giving escaped slaves supplies and direction to safety, practising a less-sexist version of Okranite religion, etc.

Holy Nation is definitely the top of the list when it comes to "powerful nations" though. Deadcat is a scattered and broken set of hamlets in despair, Tech hunters have like, three settlements far away from one another and seem to be kinda isolationist, and Flotsam Ninjas only control a single settlement and a handful of outposts, and seem to only be alive thanks to one good leader.

None of them quite have the territory or military strength that Holy Nation has.
Last edited by TamTroll; Jan 4, 2023 @ 11:32am
Fryskar Jan 4, 2023 @ 2:50pm 
Since nobody wrote it yet.
Allying over bounties is a "light" alliance, means as you don't trigger it over a dialogue, you won't lose reputation with the other factions.
But shek don't care too much, if they see you outsides of a city there's a good chance that they'll attack you.
Not the biggest price to be left alone in any HN place, no matter what race the char has.

Originally posted by TamTroll:
Originally posted by Preacher:
Scratch that. Deadcat citizens > tech hunters > HN
Flotsam Ninjas might be on that list above holy nation too. Haven't spent a lot of time with them and am currently actively trying to kill them in the name of Lord Phoenix (Blessed be his name), but they seem pretty okay, taking in refugees, giving escaped slaves supplies and direction to safety, practising a less-sexist version of Okranite religion, etc.

Holy Nation is definitely the top of the list when it comes to "powerful nations" though. Deadcat is a scattered and broken set of hamlets in despair, Tech hunters have like, three settlements far away from one another and seem to be kinda isolationist, and Flotsam Ninjas only control a single settlement and a handful of outposts, and seem to only be alive thanks to one good leader.

None of them quite have the territory or military strength that Holy Nation has.
No faction is truly good or even remotely close to.
Nearly all only help their own allies, just a few help (as in heal) strangers. They will fight hostiles, but only the ones they'd kill anyway.

The UC rarely will follow you for a couple hours, but even more likely mug you or try to kill you. Starving and beeing poor is illegal in the UC.

The HN will help you with food if you're a human and starving and give a medkit if hurt, but not heal a stranger.

The shek give no flying ♥♥♥♥ about you. And so do most minor factions.

Anti slavers, cannibal hunters, fotsam ninja, free traders, medics guild (?), police, tech hunters, trade ninjas will heal strangers.

Many factions care about their allies only.
Kash Jan 4, 2023 @ 3:19pm 
Originally posted by TamTroll:
ungry bandits. Keep a few hungry bandits imprisoned, and they won't even bother you anymore

To me a few means 3-11. I have some hungry bandit prisoners. 5 was the most I had at a time. They keep dieing on me (I don't feed them). Does it require some mod to discourage them from attacking? If not, how many is a "few"?
Last edited by Kash; Jan 4, 2023 @ 3:20pm
Fryskar Jan 4, 2023 @ 3:34pm 
Originally posted by Kash:
Originally posted by TamTroll:
ungry bandits. Keep a few hungry bandits imprisoned, and they won't even bother you anymore

To me a few means 3-11. I have some hungry bandit prisoners. 5 was the most I had at a time. They keep dieing on me (I don't feed them). Does it require some mod to discourage them from attacking? If not, how many is a "few"?
I wouldn't know any interaction that prevents bandits from attacking you because you have prisoners.
One could try to clobber together some interactions, like a wargoal that triggers retreat if they see anyone imprisoned.
Or trying to get them to free them first (unless attacked).
One can add a dialogue reation to outnumbered or "is stronger/weaker than" and somehow make it.

But i wouldn't know any mod that tries to add something like fear.
bunny de fluff Jan 4, 2023 @ 4:01pm 
I was very Hungry in one of my run, as a shek I met uc patrol, he said it's a crime to dress like I did, I said I'm just poor not a beggar, he said he already saw through me, and gave me a lot of food, and tell me to stay away from other UC patrol. I spared uc faction in that run.
TamTroll Jan 4, 2023 @ 9:07pm 
Originally posted by Fryskar:
Originally posted by Kash:

To me a few means 3-11. I have some hungry bandit prisoners. 5 was the most I had at a time. They keep dieing on me (I don't feed them). Does it require some mod to discourage them from attacking? If not, how many is a "few"?
I wouldn't know any interaction that prevents bandits from attacking you because you have prisoners.
One could try to clobber together some interactions, like a wargoal that triggers retreat if they see anyone imprisoned.
Or trying to get them to free them first (unless attacked).
One can add a dialogue reation to outnumbered or "is stronger/weaker than" and somehow make it.

But i wouldn't know any mod that tries to add something like fear.


All i know is i kept around 5ish hungry bandits in my prison and they stopped bugging me. might have been prisoners from multiple different raids, maybe that's it.

Attacks only seemed to start again if i release, recruit, or give away the hungry bandits i've got imprisoned.

Best guess is the game stops spawning new hungry bandit squads in the area because the already existing squads are "still alive" in your prison. (just shove a few sandwiches in their inventory, you can leave em for a bit after that.)

hungry bandits will still spawn in other areas though, it's just the local area i live in that they seem to stop in.
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Date Posted: Jan 2, 2023 @ 3:15pm
Posts: 25