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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.
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
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.
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.
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.
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.
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"?
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.