I would love to see * Your Kenshi Outpost *
- Sol Lignum
- Posts: 1085
- Joined: Sun Sep 06, 2015 5:56 pm
- Location: Mother Russia!
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Here you go, Heart of the Land village in all its' unfinished glory

It's located in the heart of Okran's Pride, road to the Blister Hill can be seen in the left.
Y house in the middle is a Crafting-research center, containign everything needed for gearing up.
Two shacks next to a tall turbine behind it are powerbanks, both filled with functioning and planned batteries.
Stormhouse upfront is a bar-dinner-hall, where idling guys rest most of the time. Stormhouse behind is hydroponics combined with still and storage for raw wheat, rice, cacti at some point, and maybe greenfruit.
Standalone stormhouse is a hospital, with medical bench, medicrate, and lots of beds. Incinerator is built behind it
Most part of the mining-industrial complex is seen at the upper right corner. I plan to relocate is somewhere, but have yet to find the place.
Ellipse building to the left is training barracks with some cages for dropping bounties midway. Supposedly, it should be a retreat fort for everyone in case of shit hitting fan, but i doubt it'll ever be used that way. Maybe i'll scrap it and go with a tower instead.
Every pair of characters will have their separate house at some point, and i'm thinking about relocating farming to where half-circle of shaks is now, plenty of space for fields there.
It's meant to be completely open, with maybe couple of fences here and there, to complete the look, and outline main "streets" once i get back to finishing it. I hope it'll be some kind of simple, village-style pole fences, else i'll have to go with lowest possible makeshift walls, or slim concrete walls with help of ingame editor.

It's located in the heart of Okran's Pride, road to the Blister Hill can be seen in the left.
Y house in the middle is a Crafting-research center, containign everything needed for gearing up.
Two shacks next to a tall turbine behind it are powerbanks, both filled with functioning and planned batteries.
Stormhouse upfront is a bar-dinner-hall, where idling guys rest most of the time. Stormhouse behind is hydroponics combined with still and storage for raw wheat, rice, cacti at some point, and maybe greenfruit.
Standalone stormhouse is a hospital, with medical bench, medicrate, and lots of beds. Incinerator is built behind it
Most part of the mining-industrial complex is seen at the upper right corner. I plan to relocate is somewhere, but have yet to find the place.
Ellipse building to the left is training barracks with some cages for dropping bounties midway. Supposedly, it should be a retreat fort for everyone in case of shit hitting fan, but i doubt it'll ever be used that way. Maybe i'll scrap it and go with a tower instead.
Every pair of characters will have their separate house at some point, and i'm thinking about relocating farming to where half-circle of shaks is now, plenty of space for fields there.
It's meant to be completely open, with maybe couple of fences here and there, to complete the look, and outline main "streets" once i get back to finishing it. I hope it'll be some kind of simple, village-style pole fences, else i'll have to go with lowest possible makeshift walls, or slim concrete walls with help of ingame editor.
Thanks!! I love the simplicity of it all. I have the storage shed mod and at first thought you had that as well with all of the small structures. I would assume your people are quite safe in that spot, no real need for a fence outside of river raptors eating crops.
I took screenshots last night and then found myself falling asleep at the helm. I'll try to get some posts up of what I had initially envisioned as a more condensed outpost. That didn't really happen. This place is north of the Floatsom village and a bit sw of the ghost town.
I have a small army for sure.
I've been running the same game with lots of imports of course for the 100+ hours I've played. so I have a few mouths to feed. I can see where larger outposts have pathing issues. The issues I have mostly are having multiple resource stores in different areas. I have my steel smithing ( Weapons / Armors / Plates ) in one section and I need fabric there as well. I put my clothing and leather in another area closer to the hemp farms. I think I have probably around 30 people on farming alone. I'm obviously running mods. Primary export is high quality arms and armor. I moved from my original location of outside of the Hub. Since I traveled south more before this last patch, I loaded up 6 bulls and set out with a good number of Shek and a few Hivers, needless to say I had to move fast through Holy Nation, This is where I found that those paladins are tough bastards. There were a few close calls as I was running out of food by the time I hit Worlds End. With my pop size by the time I was setting up the new location most people were starving. I had to send out people to get food from all over the place, completely contained now. I just recently found 3 Ai Cores for the first time and was able to hit Tech 6. I ended up having to redo the a few section of my walls.
I took screenshots last night and then found myself falling asleep at the helm. I'll try to get some posts up of what I had initially envisioned as a more condensed outpost. That didn't really happen. This place is north of the Floatsom village and a bit sw of the ghost town.
I have a small army for sure.
I've been running the same game with lots of imports of course for the 100+ hours I've played. so I have a few mouths to feed. I can see where larger outposts have pathing issues. The issues I have mostly are having multiple resource stores in different areas. I have my steel smithing ( Weapons / Armors / Plates ) in one section and I need fabric there as well. I put my clothing and leather in another area closer to the hemp farms. I think I have probably around 30 people on farming alone. I'm obviously running mods. Primary export is high quality arms and armor. I moved from my original location of outside of the Hub. Since I traveled south more before this last patch, I loaded up 6 bulls and set out with a good number of Shek and a few Hivers, needless to say I had to move fast through Holy Nation, This is where I found that those paladins are tough bastards. There were a few close calls as I was running out of food by the time I hit Worlds End. With my pop size by the time I was setting up the new location most people were starving. I had to send out people to get food from all over the place, completely contained now. I just recently found 3 Ai Cores for the first time and was able to hit Tech 6. I ended up having to redo the a few section of my walls.
Last edited by Remairem on Fri Oct 20, 2017 3:36 am, edited 2 times in total.
- Sol Lignum
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Ah, nice area, been there. Can't remember the prospecting stats, but they can't be very bad either. And i think it's even somewhat less dangerous then my place, as nothing roam there, save for the painted savages. Gutters are further to the NW, i believe?
I'm quite safe, that's for sure, unless HN comes asking for recruits, or happen to see Burn outside of the bar, the biggest threat i've getting is occasional Dust bandits, that's why i settled there. Very safe start.
I'm quite safe, that's for sure, unless HN comes asking for recruits, or happen to see Burn outside of the bar, the biggest threat i've getting is occasional Dust bandits, that's why i settled there. Very safe start.
Last edited by Sol Lignum on Fri Oct 20, 2017 6:00 am, edited 1 time in total.
Behold the (maybe not-so) hidden gem of the sands, Haven--located in the heart of the Borderlands.

It started off as a small shelter built by my lone wanderer, to escape the dust storms. Made out of scavenged building materials from the nearby ruins of a forgotten outpost.

Over time, more people joined the wanderer--outcasts mostly; men and women looking for a place free from the holy nation's oppression, the swamp's brutality, or the dust bandits. It wasn't going to be a picnic, but at least they'd get a chance at a new life.

We're now 18 strong, and our latest salvage expedition brought back some vital hydroponics tech. The large stationhouse now houses the farms, and the Free Desertfolk are happy to have something to eat that isn't dry, sandy bread. Life is good for now.
So far there are two bars in the town, a library for all our stolen books, a watchtower which serves as the constable's office and armory, and crafting workshops. The rest of the buildings are just extra storage mostly, and housing.
We get a few hungry bandits every now and then, but everyone is armed and more than capable of fighting them off. Looking into building a new outpost further east now that we have a way to grow lots of food in the desert.

It started off as a small shelter built by my lone wanderer, to escape the dust storms. Made out of scavenged building materials from the nearby ruins of a forgotten outpost.

Over time, more people joined the wanderer--outcasts mostly; men and women looking for a place free from the holy nation's oppression, the swamp's brutality, or the dust bandits. It wasn't going to be a picnic, but at least they'd get a chance at a new life.

We're now 18 strong, and our latest salvage expedition brought back some vital hydroponics tech. The large stationhouse now houses the farms, and the Free Desertfolk are happy to have something to eat that isn't dry, sandy bread. Life is good for now.
So far there are two bars in the town, a library for all our stolen books, a watchtower which serves as the constable's office and armory, and crafting workshops. The rest of the buildings are just extra storage mostly, and housing.
We get a few hungry bandits every now and then, but everyone is armed and more than capable of fighting them off. Looking into building a new outpost further east now that we have a way to grow lots of food in the desert.
Last edited by sippycup on Fri Oct 20, 2017 8:13 am, edited 1 time in total.
- Sol Lignum
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I love your layouts, guys! Proper turrets placement, solid outpost impression from your place, Remairem - i especially like the farms, for some reason - and sippy's place looks like a full-sized city, at least from the given angles. With outhouse(s) even! 
The bridge is looking good, i only wish that AI would recognise it more. So far, it only works half of the times. Guess that's one reason they're still available only through editor. Maybe some roads would help, but i don't wan't to mess with them yet.
Considering hunger, i'm still tweaking my prolongued growth times and reduced consumption for cooking. Hoping to achieve official ratios with diffirent numbers, basically, to "reenable" the need for more farms to feed everyone steadily.
The bridge is looking good, i only wish that AI would recognise it more. So far, it only works half of the times. Guess that's one reason they're still available only through editor. Maybe some roads would help, but i don't wan't to mess with them yet.
Considering hunger, i'm still tweaking my prolongued growth times and reduced consumption for cooking. Hoping to achieve official ratios with diffirent numbers, basically, to "reenable" the need for more farms to feed everyone steadily.
Here's an album of my current base. Probably going to scrap it soon and build a new one though.
https://imgur.com/a/UMzcI
https://imgur.com/a/UMzcI
- Sol Lignum
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- Joined: Sun Sep 06, 2015 5:56 pm
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Very sharp looking Outpost.
One of the things I am curious about is your pathing. Everything is very uniform , which would be how I prefer it, though when I went to build my newest outpost I specifically ensure all constructed items are accessible from every access point. I wanted to see if this helped with pathing, and for the most part it did.
I just finished researching Hydroponics, so I don't have experience with those placements but it appears that it would be difficult for your toons to access the plants in the center.
I definitely like the look. I assume you used the construction set to create your own faction or used a mod to add signs to your buildings. A very nice touch.
I was thinking about it and I had another question for you @Recatek. Do you capture the UC nobles every import?
One of the things I am curious about is your pathing. Everything is very uniform , which would be how I prefer it, though when I went to build my newest outpost I specifically ensure all constructed items are accessible from every access point. I wanted to see if this helped with pathing, and for the most part it did.
I just finished researching Hydroponics, so I don't have experience with those placements but it appears that it would be difficult for your toons to access the plants in the center.
I definitely like the look. I assume you used the construction set to create your own faction or used a mod to add signs to your buildings. A very nice touch.
I was thinking about it and I had another question for you @Recatek. Do you capture the UC nobles every import?
About hydroponics--squad members just walk over them like they do farms.Remairem wrote: ↑Mon Oct 23, 2017 2:43 pmVery sharp looking Outpost.
One of the things I am curious about is your pathing. Everything is very uniform , which would be how I prefer it, though when I went to build my newest outpost I specifically ensure all constructed items are accessible from every access point. I wanted to see if this helped with pathing, and for the most part it did.
I just finished researching Hydroponics, so I don't have experience with those placements but it appears that it would be difficult for your toons to access the plants in the center.
I definitely like the look. I assume you used the construction set to create your own faction or used a mod to add signs to your buildings. A very nice touch.
I was thinking about it and I had another question for you @Recatek. Do you capture the UC nobles every import?
- Sol Lignum
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- Joined: Sun Sep 06, 2015 5:56 pm
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I apologise in advance for not being very polite, but since question seems to be missed, and since i've had a couple of observations on the topic recently, may i add my five kopeikas?
Couple of imports ago i've captured a regular dust bandit. Untill certain update captured prisoners were being erased upon import, but now it's not the case anymore, so, what was captured into the player's cage seems to stay captured upon import.
Then, i've recruited Burn into my squad, he's unique character. Recently i've been near his tower, after numerous imports, and decided to check if another Burn lives there now. Tower was empty. From this i concluded that state of unique characters is saved, if player is involved.
So, i might assume, that unique characters captured into the player's cage stays captured upon imports
Thanks Sol!!!
I had not tried that with Unique characters but I have seen recruit-able npc's no longer available after import. I was questioning this as I recruited Swift out of Hub twice early in my adventures.
i'll have to look into the construction set to see what entails regarding recruit-able character creation. I would like to see more unique recruits. I have a mod that adds some in though I also have recruit-able prisoners mod and those seem to have a bit of a conflict.
I had not tried that with Unique characters but I have seen recruit-able npc's no longer available after import. I was questioning this as I recruited Swift out of Hub twice early in my adventures.
i'll have to look into the construction set to see what entails regarding recruit-able character creation. I would like to see more unique recruits. I have a mod that adds some in though I also have recruit-able prisoners mod and those seem to have a bit of a conflict.
Yeah, I recapture the nobles if/when I want to. They don't persist across imports.
Hydroponics don't obstruct walking, so my farmers just walk over/around them. There are some pathing issues around the front gate but that's inevitable. Just have to do a little micromanagement.
I modified one of the faction banner mods to add my own, yeah. Just to make the base look more official.
Hydroponics don't obstruct walking, so my farmers just walk over/around them. There are some pathing issues around the front gate but that's inevitable. Just have to do a little micromanagement.
I modified one of the faction banner mods to add my own, yeah. Just to make the base look more official.
That's awesome--I love your "zoo". I haven't messed around with the new map update just yet, been waiting for a chance to play. Nobles seem... interesting (and by that I mean I want to steal their fancy clothes and leave them in the desert, Mal Reynolds style).Recatek wrote: ↑Sat Oct 28, 2017 1:02 amYeah, I recapture the nobles if/when I want to. They don't persist across imports.
Hydroponics don't obstruct walking, so my farmers just walk over/around them. There are some pathing issues around the front gate but that's inevitable. Just have to do a little micromanagement.
I modified one of the faction banner mods to add my own, yeah. Just to make the base look more official.
And yep Sol, plenty of outhouses. Everyone needs a nice quiet place to poop.
It's pretty much a full size city at this point, on the map it shows up as one at least.
- Sol Lignum
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- Joined: Sun Sep 06, 2015 5:56 pm
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I like your style
And following the "Everyone's gotta go" rule i've built myself some closets as well
This is the new New Avalon. New home in heart of Cannibal country. Home to 202 Amazon warriors that moved in mass from their old place in the screaming forest. Closer to Rebirth so raids to free their sisters from Holy nation oppression is a shorter walk.
This is actually my toughest game as it crashes every couple minutes. So when I play it I have to hit save after ever action or redo it. So even thought I have been playing it since the new section came out it's only on day 14.
Features include the inverted gate to make more LOS for turrets firing from the two walls. The only way in is the main gate and any one approaching it has to come down the hill under fire and across the front wall to reach the gate. I also have three multi barrels set up on the ground just inside the gate, incase the cannibals breach the front door.
The storm house just inside the gate is my Guard house. There are four double barrels on the roof facing the gate for a downward fire to backup the multi barrels. Inside I put a food barrel as the guards have a hard time getting all the way back to the one in the main building. I normally have some cots in there incase someone shoots the turret guard next to them. I have one dedicated medic that stays near the turrets incase of just such a situation.
The L shaped building is the bunk house. There are prisoner cages and batteries on the roof. Not that I use either one much. I don't take prisoners often and my power supply is at least 100 watts more then I need.
The main building has all my cooking, crafting and storage. My main issue is currently to get food production up to a level that can sustain 202 squaddies. Not easy. But I picked the location because Wheat is producing at 117 percent and Veggies are at 93. I have hydro riceweed on the roof of the main building. I have that up to 13 beds right now. If I can get about two more wheat and veggie farms in and up to large plots I should be stable. Then I can concentrate on the exploring the Leviathan coast and raiding into HN lands.
I currently have four stoves each cooking something different so they generally always have something ready. When I get enough wheat for a constant flow, I will need another two bread ovens. But my current supply and demand of flour is about even now.
This is actually my toughest game as it crashes every couple minutes. So when I play it I have to hit save after ever action or redo it. So even thought I have been playing it since the new section came out it's only on day 14.
Features include the inverted gate to make more LOS for turrets firing from the two walls. The only way in is the main gate and any one approaching it has to come down the hill under fire and across the front wall to reach the gate. I also have three multi barrels set up on the ground just inside the gate, incase the cannibals breach the front door.
The storm house just inside the gate is my Guard house. There are four double barrels on the roof facing the gate for a downward fire to backup the multi barrels. Inside I put a food barrel as the guards have a hard time getting all the way back to the one in the main building. I normally have some cots in there incase someone shoots the turret guard next to them. I have one dedicated medic that stays near the turrets incase of just such a situation.
The L shaped building is the bunk house. There are prisoner cages and batteries on the roof. Not that I use either one much. I don't take prisoners often and my power supply is at least 100 watts more then I need.
The main building has all my cooking, crafting and storage. My main issue is currently to get food production up to a level that can sustain 202 squaddies. Not easy. But I picked the location because Wheat is producing at 117 percent and Veggies are at 93. I have hydro riceweed on the roof of the main building. I have that up to 13 beds right now. If I can get about two more wheat and veggie farms in and up to large plots I should be stable. Then I can concentrate on the exploring the Leviathan coast and raiding into HN lands.
I currently have four stoves each cooking something different so they generally always have something ready. When I get enough wheat for a constant flow, I will need another two bread ovens. But my current supply and demand of flour is about even now.
-
PerfectDeath
- Posts: 32
- Joined: Tue Apr 17, 2012 2:19 am
The Boor Pass

[Location]
Between the Hub and the Dust King's tower, built on the side of the borderland's river valley. I've always been interested in the spot because of the bridge placed there and thought it would be a neat place to make a small base. Being close to the hub and the rebel base provides two NPC venders within a reasonable run distance, not much for ware selection unless you join the thieves guild.

[Resources]
Pretty newbie friendly borderlands region, its an arid biome with a tiny bit of green that helps grow wheat and hemp.
Iron, while there is a chunk close to falling from the cliff, is a short run east across the bridge near the river bed. It is a 100% iron deposit with no underground penalty AND it is within range of the base so the AI will auto-haul from the mine to the base.
Copper is to the west, there is a sharp bend with a 60% copper deposit, also within base range auto-hauling.
Water is not terrible, there is actually LESS water in the river valley, this spot has some of the highest water available in this narrow 60 belt. I guess if you have the fishing mod the river could be a food source. It would be a long walk to get up to the base from the river though.
Stone is pretty... meh here. The highest stone concentration in this little spot is around 65% I think, there are some 100% stone spots, but you can't build ON the cliff side. =[
Wind is fairly consistent, wind generators will often produce between 40-50 power. However, there are some significant down times where there is no wind for 1-3 days.
[Building Room]
Certainly there is much to ask for if you want more space to build in; however, if you pack things together you will get what you need. The wide building types are not easy to place so I will be saving up building materials for taller buildings. Wind generators can also fit pretty high up on the cliff side btw.
[Defense]
While the narrow road and bridge seems pretty near to defend... good luck building a gate in here. Or walls. I mean, you CAN build walls on the cliff, no one is going to attack from there. Maybe you want to spit harpoons down on the bandits as the patrol the river bed? Won't help much when they zig-zag their way up the cliff. If you pull the buildings in more an internal wall could be set-up. I did not set this up expecting to make a fort though. More of a semi-functioning base.
[Threats]
At least its just bandits.
Dust bandits may have bugged out, they only sent one demand, which promptly turned and ran off. We've been cool for around 20 days now, my weapon and armour smiths now make money on their products. I will be expanding my fighting force to 10 and begin my campaign of war against the dust bandits.
[Population]
Currently 10 strong... well, only 5 are trained as fighters, the other 5 are the workers.
2 are farmers / cooks
1 is the hauler / misc worker
1 weapon smith
1 armour smith
[Production]
Between the 5 workers I've overlapped a few of the jobs. Both chefs are assigned to both cooking stoves as an example, it means if one is free they can cook. They are assigned to the main cooking stove that makes dustwiches. Bread is my limiting factor on that so the second stove can queue up chewsticks if I want more rations available. This is done at the secondary stove which the cooks will go to if the primary stove is either used or has no bread.
There are 4 farm plots, 1 cactus, 1 wheat, and 2 hemp. I need lots of hemp to feed my crafters. The surplus goes into fuel (Hex is operating it in the picture). Soon I'll build my 3rd building for expanding my crafting to include medkits, armour plates, and heavy armour.
I do not have any dedicated workers on producing iron plates or building materials. I either buy them or I assigned some of my fighting squad to stock up on ore and plates while the others mines and sold copper for cats.
Currently my weapon smith can critical Catun No. 1 weapons and my armour smith makes [standard grade] consistently. This means I do not need to mine copper to make up the loss of value from the crafter's poor skill. (I just gotta make lots of Wakazashis for a low material cost to their good sell value). Cloth armour does not sell well anyway, I need to find animal skin / leather to make the good stuff.
I likely will not expand their ranks by very much. Maybe an extra farmer so I can add extra farms to gear up dustwich production. Currently I get a SMALL surplus of dustwiches. while feeding this 10 pop group and if I want to go to war with the Dustbandits I will need an extra 5 mouths to feed at minimum. Adding a 6th to help the farm and run the iron refinery would free up the workers.
[Pros]
- Decent newbie start
- Is not ACTUALLY on a main road, it overlooks most of the traffic. Could be a con if you like to fight. But hey, lots of dust bandits in spitting range.
- Visually it is in a neat tuck away, I wanted it to be an open and un-walled base, small in scale.
- Resources are not bad, I could become sustainable with and extra 2-3 workers to run the stone and iron production.
[Cons]
- Not a LOT of room if I wanted a main base location.
- I did not set it up to be very defensible, I will need to focus on open battles.
- Needed a lot of cats to subsidize its development.
- While the bridge does LOOK nice... it is the devil. When people auto-haul iron ore from the iron to the east, they ALWAYS get stuck on the bridge. They can move across it; however, it is most likely a problem with path finding TO the iron refinery that breaks. I can fix their path-finding by giving a move order across the bridge, they pick up on the correct path to haul the iron ore. It is IMPOSSIBLE to make this base's iron production self sustainable without ore drills in my current set-up, if I move buildings around I can likely fix the issue.
However, I also noticed that the worker assigned to the iron refinery will mess up their work. Behind the building with Pin on the roof is where the iron refinery is hidden. To the left above Hex is the Iron Plates storage and Building Material Storage. The refinery worker will fill up on plates, take them to the storage, then stop and not move. I have to move them somewhere else to fix them, and I usually empty the rest of the iron plates by hand to give myself more time before I have to repeat this again... xD
Anyway, this is more of an issue with the iron plate refinery and can't wait until I get it fully automated (after many ancient science books of course) as the problem is less about hauling plates out and more about operating the refinery. The bridge does not help, it adds an extra step that breaks down the production line more.
Setting it up for the new update, unless it breaks and is not compatible, in that case it is good practice.

[Location]
Between the Hub and the Dust King's tower, built on the side of the borderland's river valley. I've always been interested in the spot because of the bridge placed there and thought it would be a neat place to make a small base. Being close to the hub and the rebel base provides two NPC venders within a reasonable run distance, not much for ware selection unless you join the thieves guild.

[Resources]
Pretty newbie friendly borderlands region, its an arid biome with a tiny bit of green that helps grow wheat and hemp.
Iron, while there is a chunk close to falling from the cliff, is a short run east across the bridge near the river bed. It is a 100% iron deposit with no underground penalty AND it is within range of the base so the AI will auto-haul from the mine to the base.
Copper is to the west, there is a sharp bend with a 60% copper deposit, also within base range auto-hauling.
Water is not terrible, there is actually LESS water in the river valley, this spot has some of the highest water available in this narrow 60 belt. I guess if you have the fishing mod the river could be a food source. It would be a long walk to get up to the base from the river though.
Stone is pretty... meh here. The highest stone concentration in this little spot is around 65% I think, there are some 100% stone spots, but you can't build ON the cliff side. =[
Wind is fairly consistent, wind generators will often produce between 40-50 power. However, there are some significant down times where there is no wind for 1-3 days.
[Building Room]
Certainly there is much to ask for if you want more space to build in; however, if you pack things together you will get what you need. The wide building types are not easy to place so I will be saving up building materials for taller buildings. Wind generators can also fit pretty high up on the cliff side btw.
[Defense]
While the narrow road and bridge seems pretty near to defend... good luck building a gate in here. Or walls. I mean, you CAN build walls on the cliff, no one is going to attack from there. Maybe you want to spit harpoons down on the bandits as the patrol the river bed? Won't help much when they zig-zag their way up the cliff. If you pull the buildings in more an internal wall could be set-up. I did not set this up expecting to make a fort though. More of a semi-functioning base.
[Threats]
At least its just bandits.
Dust bandits may have bugged out, they only sent one demand, which promptly turned and ran off. We've been cool for around 20 days now, my weapon and armour smiths now make money on their products. I will be expanding my fighting force to 10 and begin my campaign of war against the dust bandits.
[Population]
Currently 10 strong... well, only 5 are trained as fighters, the other 5 are the workers.
2 are farmers / cooks
1 is the hauler / misc worker
1 weapon smith
1 armour smith
[Production]
Between the 5 workers I've overlapped a few of the jobs. Both chefs are assigned to both cooking stoves as an example, it means if one is free they can cook. They are assigned to the main cooking stove that makes dustwiches. Bread is my limiting factor on that so the second stove can queue up chewsticks if I want more rations available. This is done at the secondary stove which the cooks will go to if the primary stove is either used or has no bread.
There are 4 farm plots, 1 cactus, 1 wheat, and 2 hemp. I need lots of hemp to feed my crafters. The surplus goes into fuel (Hex is operating it in the picture). Soon I'll build my 3rd building for expanding my crafting to include medkits, armour plates, and heavy armour.
I do not have any dedicated workers on producing iron plates or building materials. I either buy them or I assigned some of my fighting squad to stock up on ore and plates while the others mines and sold copper for cats.
Currently my weapon smith can critical Catun No. 1 weapons and my armour smith makes [standard grade] consistently. This means I do not need to mine copper to make up the loss of value from the crafter's poor skill. (I just gotta make lots of Wakazashis for a low material cost to their good sell value). Cloth armour does not sell well anyway, I need to find animal skin / leather to make the good stuff.
I likely will not expand their ranks by very much. Maybe an extra farmer so I can add extra farms to gear up dustwich production. Currently I get a SMALL surplus of dustwiches. while feeding this 10 pop group and if I want to go to war with the Dustbandits I will need an extra 5 mouths to feed at minimum. Adding a 6th to help the farm and run the iron refinery would free up the workers.
[Pros]
- Decent newbie start
- Is not ACTUALLY on a main road, it overlooks most of the traffic. Could be a con if you like to fight. But hey, lots of dust bandits in spitting range.
- Visually it is in a neat tuck away, I wanted it to be an open and un-walled base, small in scale.
- Resources are not bad, I could become sustainable with and extra 2-3 workers to run the stone and iron production.
[Cons]
- Not a LOT of room if I wanted a main base location.
- I did not set it up to be very defensible, I will need to focus on open battles.
- Needed a lot of cats to subsidize its development.
- While the bridge does LOOK nice... it is the devil. When people auto-haul iron ore from the iron to the east, they ALWAYS get stuck on the bridge. They can move across it; however, it is most likely a problem with path finding TO the iron refinery that breaks. I can fix their path-finding by giving a move order across the bridge, they pick up on the correct path to haul the iron ore. It is IMPOSSIBLE to make this base's iron production self sustainable without ore drills in my current set-up, if I move buildings around I can likely fix the issue.
However, I also noticed that the worker assigned to the iron refinery will mess up their work. Behind the building with Pin on the roof is where the iron refinery is hidden. To the left above Hex is the Iron Plates storage and Building Material Storage. The refinery worker will fill up on plates, take them to the storage, then stop and not move. I have to move them somewhere else to fix them, and I usually empty the rest of the iron plates by hand to give myself more time before I have to repeat this again... xD
Anyway, this is more of an issue with the iron plate refinery and can't wait until I get it fully automated (after many ancient science books of course) as the problem is less about hauling plates out and more about operating the refinery. The bridge does not help, it adds an extra step that breaks down the production line more.
Setting it up for the new update, unless it breaks and is not compatible, in that case it is good practice.
I'm still working on settling in Bast with my Shek.
I have had to mod my game to get rid of those pesky Ravaged Hamlets to make some more room.
Most of the buildings are just for scenic purposes (fake residential area), only the center is really used because of the limits of characters and their item/food pick-up range. The two larger walled mountain area's are supposed to be castles (it's just for looks, nothing goes on in there either).
I intent to build even more in the surrounding area as there is still a lot of space left, all that will be dotted with farms in the future.
I have had to mod my game to get rid of those pesky Ravaged Hamlets to make some more room.
Most of the buildings are just for scenic purposes (fake residential area), only the center is really used because of the limits of characters and their item/food pick-up range. The two larger walled mountain area's are supposed to be castles (it's just for looks, nothing goes on in there either).
I intent to build even more in the surrounding area as there is still a lot of space left, all that will be dotted with farms in the future.
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