Kenshi
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Base Recruits
   
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1.136 MB
22 Mar, 2023 @ 11:56am
26 Aug, 2023 @ 9:14am
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Base Recruits

Description
A wanderer will routinely drop off a couple free recruits (0 skills, just pants/shirt with random colors assigned) to your base. A plastic surgeon accompanies them.

If you ally some factions they will also send you some recruits, also with 0 skills, but themed armor/weapons (of terrible quality) and colors of their faction, typically 1 military type (wearing the most low level armor) and 1 civilian type (with a backpack with basic resources for building or farming). Bandit groups typically only have a military type.

Ally Recruits
  • Shek Kingdom - sends you 1 Shek Fighter and 1 Shek Retainer.
  • United Cities - sends you 1 Samurai Conscript and 1 Empire Peasant.
  • The Holy Nation - sends you 1 Holy Chosen and 1 Holy Citizen.
  • Western Hive - sends you 1 Worker Drone and 1 Soldier Drone. The worker drone has a 10% chance of being a prince. The Western Hive has no faction colors so no color changes, and allying them is not easy, so I recommend using a game start that allies them like from this mod.
  • Shinobi Thieves - sends you 2 thief recruits, as well as a thief fence to sell to, and a guild plastic surgeon for free facelifts. This group replaces the standard wanderers, and also technically comes from the Tech Hunters, as a limitation of the raid system requires the source faction to have a settlement to come from, and all Shinobi bases are inside another factions settlement.
  • Tech Hunter - if allied with Tech Hunters, these will replace basic wanderer recruits with new tech hunters, they have 0 skills, but equipment that tech hunters have, including the possibility of crossbows. They also come with a book, a building supply, and an iron plate, as well as some medkits/repair kits.
  • Black Dog - sends 2 black dog bodyguard recruits, and the option to buy a young bonedog.
  • Crab Raiders - sends 2 Crab Raider recruits, and the option to buy a young crab.
  • Rebel Farmers - sends 2 Outlaw Farmers, and the option to buy a young dog.
  • Reavers - sends 2 Reaver Whelps.
  • Skeletons - sends 2 Skeletons.
  • Nomads - sends a nomad recruit, with the an animal trader who has the possibility of a bonedog, goat, pack garru, and pack bull.
  • And others like Gorillo Bandits, Flotsam Ninjas, and Swamp Ninjas, this post is getting too long.

Game Starts
There are also some game starts added to take immediate advantage of the alliance recruits:
  • Shek Colonists - Start with a young shek, 3 shek fighters, and 2 shek retainers, in a Shek town.
  • Empire Colonists - Start with a young noble, 2 united city conscripts, and 3 empire peasants, in an Empire town.
  • Holy Colonists - Start with a young inquisitor, 2 young paladins, 1 holy chosen, and 2 holy citizens, in a Holy Nation town.
  • Western Hive - Start with 2 hive princes, 2 soldier drones, and 2 worker drones, in a Hive Village, allied to the Western Hive. Also allows building hive huts, but their placement is buggy, the door location is key so you may need to play around with placement. Also made it so hive shopkeepers will talk to hiver characters when allied.
  • Shinobi Thieves Start - 1 assassin and 5 thieves, starting in a town that has a Shinobi Thieves tower for you to join up at, as well as 10 thousand cats to pay your membership fee. You also start with the research for thieves training gear, watchtowers, some other basics, and pretty much all storage (to store/launder your stolen goods).
  • Tech Hunter Expedition - You have been given funding for an expedition, along with 5 new tech hunter recruits, to create an outpost for the purpose of hunting technology in ruins. Includes alliance with Tech Hunters, Machinists, Cannibal Hunters, and Mongrel, to have the same relations as Tech Hunters. Research includes basics, as well as some Hydroponics, Wind power, and Rain collectors to allow building a base in less hospitable places. Also includes some research for armors/weapons common amoung tech hunters.
  • Black Dogs New Outpost - You joined the Black Dogs, got outfitted and crewed, now it's time to make a new outpost to expand and make money. The Black Dog Bodyguard Captain first character has 10 lockpicking to get out of the Black Dog HQ, typically easy to not be seen by the other Black Dogs as they remain indoors, just watch out for patrols.
  • Crab Raider New Outpost - You live the life of the crabbed. Crabs are awesome! Make a base full of crabs. Raid everyone for everything you need. Crabs! Can build Swamp Dome, Swamp Shack, and Swamp Store, which use iron plates instead of building material, and can build item furnaces, so raiding and melting down enemies gear is a viable way to expand. Raid for food as well (there's some caravans that visit the fishing town).
  • Rebel Farmer Colonists - An Outlaw Swordsman, 3 Outlaw Farmers, and their 2 bonedogs, head out to start a new colony to help supply the rebellion against the evil united cities. Can build Swamp Dome, and Swamp Shack, which use iron plates instead of building material. Starts at Fort Simion allied with the Rebel Farmers, Rebel Swordsmen and Empire Peasants, but at war with the United Cities, Slave Traders, and Traders Guild.
  • Reaver Colonists - A young Ironclad, 1 Blooded, 1 Neophyte, and 3 Whelps, set out to take some land and make it theirs. Starts at Ark or one of the Reaver Camps, at war with the United Cities, Crab Raiders, Skeleton Bandits, and Skin Bandits.
  • Skeletons New Outpost - 6 newly reset skeletons head out to create a new outpost. Starts in Black Desert City. Has various technologies unlocked to make building in the Deadlands more reasonable. Has some buildings and a prop unlocked to make a city similar to Black Desert City, as well as one from a nearby ruins.
  • Nomads - 2 nomads with their bonedog, goat, pack garru and pack bull. Starts allied with nomads and good relations with empire peasants and the western hive. Can build tents that count as a base, so you can setup a nomad camp to receive visits to. Can also build smaller swamp buildings for if you want to become settled nomads.
  • And more!

All the characters have 0 skills, and themed armor/weapons and faction colors.
These added game starts also come with a bunch of research, mainly towards jumpstarting a base, such as basic mining techs, armor and weapon crafting, and recipes for faction armors/weapons, so the empire start for instance has samurai armor and katanas unlocked, along with heavy armor smithing etc.
Your civilian units have enough supplies to start a basic base, especially when recruits arrive with some more.

Customizable
Frequency of recruit visits tied to Options > Gameplay > Town Raids Events: Frequency. So if you set it to 3, high chance of recruit visits every day, if you set it to 0.25, if you're lucky you will get it once a week on average, but if unlucky you might go a long time without.
Number of recruits scales with the setting for squad size in Options > Gameplay > Squad Size Multiplier.

Recently Added
Added alliance recruits and game starts for:
  • Flotsam Ninjas
  • Swamp Ninjas

Added small research bench tech to Shinobi Thieves start.

I may add more ally recruits/game starts for other factions. If any in particular are wanted, let me know in the comments. Also let me know if certain starts would make sense with other research unlocked like normally unbuildable buildings. Also let me know if certain animals would be appropriate for certain factions. Also let me know about the number and frequency of recruits and how it might be better. Also let me know of any other issues, as the scope of the mod is large and it can be difficult to playtest all options over long periods.
65 Comments
MGJ Sakazaki 24 Sep, 2024 @ 8:40pm 
Best mod for random recruits. Too much game starts in the game, to tell you the truth. I hope people stop adding too much game starts. Because it is the easiest thing to create and no one asks. But I'm not saying bad stuff about you, just thinking loud here. Sorry. Again, nice mod. =)
Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
MGJ Sakazaki 31 Aug, 2024 @ 9:29pm 
Great mod. Too much game starts in the game, to tell you the truth. I hope people stop adding too much game starts. Because it is the easiest thing to create and no one asks. But I'm not saying bad stuff about you, just thinking loud here. Sorry. Again, nice mod. =)
Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
Spocks Toupee 22 Aug, 2024 @ 9:38am 
Please consider removing the game starts.
This mod is perfect with just getting recruits delivered.
Bobondacob 2 Apr, 2024 @ 6:46am 
Turns out perhaps not? the wanderers are still there sitting at second place in the events queue and get skipped over. I don't see anything that could be causing that and have no other mods that would in any way conflict. Faction relations are normal, and other raids have no problem making it to the gate. No idea what's causing this.
Bobondacob 31 Mar, 2024 @ 6:30am 
It turned out to be faction relations, I think I fixed it.
Ironoak  [author] 31 Mar, 2024 @ 6:22am 
@Bobondacob I'm not sure why they would stop for that reason. Did other raids stop? The delivered recruits are just raids and have no special requirements of having less than max number of people in your squad, so I would think it must be something else, but I'd need more info to guess at why they might have stopped. Other mods or a change in faction relations are the 2 main reasons I can think of.
Bobondacob 31 Mar, 2024 @ 2:39am 
I at one point reached the maximum number of people in my squads, and the wanderers have stopped coming despite going back under the population limit. Any fixes?
Ironoak  [author] 30 Mar, 2024 @ 9:28am 
@Guy Sepiol Would have to delete them all in the FCS, which would require a separate download. I will consider such in the future.
Guy Sepiol 29 Mar, 2024 @ 3:37pm 
Mod is cool but I do not want the game starts. How can I disable them? I just not want the game starts.
Quilboar 16 Mar, 2024 @ 7:57pm 
hmm looks fun