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Randy is not good at sending caravans normally, he has no schedule for them and they are just another random event he may or may not trigger. Casandra and Phoebe use a caravan schedule which keeps them coming fairly consistently.
If you areopen to mods there are multiple mods that allow you to change traders.
Some include bigger stock of traders in general, Trading stocks increasing with colony wealth, more traders, calling trade ships via console (paying silver for that instead of reputation) and so on.
Depending on how far you want to go, Dev mode has a button that says "replace all trade ships" which spawns 5 new orbital traders at once to instantly appear. They still leave at the normal time.
I don’t think this is entirely true. Anecdotally I’ve had caravans show up pretty regularly to very large colonies on randy (I only use randy). My current colony of 18 pawns gets bulk trader visits from an allied rep civil outlander union every few days or so with combat and exotic goods traders from the same faction showing up a bit more rarely. Rep seems to be the deciding factor for if and how often they show up, not population.
<mtbDays>1.35</mtbDays>
<categoryWeights>
<Misc>3.5</Misc>
<ThreatBig>1.4</ThreatBig>
<OrbitalVisitor>1.1</OrbitalVisitor>
<FactionArrival>2.4</FactionArrival>
<ThreatSmall>0.6</ThreatSmall>
<ShipChunkDrop>0.22</ShipChunkDrop>
</categoryWeights>
Trade caravans are a "FactionArrival" incident, that category also includes visitors and travelers passing through all at an equal weight. This means Randy can potentially go years without sending a caravan since he can constantly roll something other than FactionArrival and when he does roll that he could keep rolling the other two. There is no max delay between caravans with Randy, no safety net.
Casandra and Phoebe have this:
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TraderCaravanArrival</incident>
<minDaysPassed>5</minDaysPassed>
<baseIncidentsPerYear>5</baseIncidentsPerYear>
<minSpacingDays>6</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
It's a completely isolated schedule for caravans, it doesn't compete with any other incidents, they always try to send around 5 per year with at least a 6 day gap.
As far as faction relations, they have no effect on caravan frequency beyond the requirement of having at least one non-hostile faction on the world capable of sending caravans to get caravans. Make enemies of everyone, caravans stop. Have 1 outlander faction at 0 relations, you get just as many caravans as if you had 20 ally factions.
And yes as brian mentioned it's just the slave caravans at stop at higher population.
Enrage a thrumbo pair/whole herd of animals and lead them over? See them about to pass by a dormant mech cluster and send someone to wake the latter up? Trigger a quest that sends hostile raiding parties within the next 15 hours? That's a few options I guess.
Generally their most valuable stuff is on their pack animals and those flee immediately at the first sign of trouble. I generally find it not worth the effort.
There are also mods that introduce hostile faction trader events to give you an excuse to "safely" waylay them.