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Does two things.
If the settlement is within max transport pod range, tax collection/tithing arrives in an hour or two instead of the overland transport time.
Player caravans can use an option at the settlement in the world map to board transport pods and launch from the settlement. Potentially allowing the player to hop across the world, or just setup infrastructure to return quickly from NPC trades. Save the player from the lag of having to multi-colony.
No changes to production or taxation, but it requires a dedicated worker so -1 max and overmax worker.
nvm i just looked at the roadmap. 10/10 mod!
A little harder to pull off than the normal raid, but the raid spoils will be 1-3 sedated prisoners from the target faction.
Also, how about an option to send a controlled pawn to a settlement permanently, as an administrator or something? Like the prisoner sending mechanic.
Have it give a tax rate boost (with diminishing returns) or permanently increases the max worker count by one.
Mainly asking because I play with a pregnancy mod and sometimes end up with child pawns I want to safely dispose of without banishing or having them have accidents...
https://www.youtube.com/watch?v=TOE5qpWr2pE&feature=youtu.be
pawns cost 0 in "create unit" menu
you can just create bunch of naked pawns with revolvers and drop them right to enemy heads, because pawns dont have any value
with races mods it get even worse, because some races though and hard to kill and have good melee attack, but it still cost you 0 to make unit out of them
you can just make bunch of military empire polices and boom, you have 3 mil settlement by default what allow you spam naked cowboys like nothing
call of military aid cost you nothing(except cooldown,but still)
you can just create a bunch of settlements and with right empire rules you have 3 mil settlement by default, without any buildings or settlement upgrades, you dont care if they raided or not because they have nothing to lose
you can call caravans for free, caravan is like guards for colony for ~12 hours
caravans itself not a problem, because i feel like mod purpose create faction what like all in yours control, but rich caravans for free from 1 settlement what cant defend themselves from bunch of tribe people is unimmersive for me
weird economy balance, like it gives small amount of silver if you really going for make profit because of all this military stuff,but it still not worth it because of RNG
RNG battles is the worst, because even much higher mil values dont save you from defeat, and once you defeated you get crashed economy, destoroyed upgrades and building, once you get it its hard to get back without alot of silver
also its strange for me what you get settlement with alot of people(workers+squads(even without mil empire rules)) just for bunch of silver
like, in start colony worth around 1000 silver, if you create settlement for this 1k silver, you get settlement with 5 workers and infinite amount of call for aid with pack of 2 naked(10 or more, if you have mill policies,they even can have helmets) every 10 days
you can also farm weapons and steel from call for aid, because even dead called pawns dissapear if they die, they still drop their weapon and create steel chunks on their arrival
they also sometimes not die and just laying around, ready to be stipped
so here aws my list of issues, and now here my list of suggestions:
add more building slots and make building upgradable like colony itself, maybe give player more building slots for each upgrade of their settlement? so you can build one large megacity
of cource here must be some debuffs to balance large fat settlements, maybe the more settlement is, less resources it can gather? less happy settlement is?
buildings:
transport pod depo: allow call for aid instantly only if settlements have this, so you cant just abuse something what was listed above
if you call for aid from settlement what dont have this, they will arive with delay and on foot
some may say of you "why even call for aid if they dont come instantly?" - you will use what to help you on missions on the world and destroy some of *dormant* dangers in your colony, like mech clusters and insects
upgrades for this building may be the better transport pod depo is, the more pawns you can call for aid instantly?
allow to buy aid to defend empire settlements from (nearby?) allies colonies
it may also add politics system not with your colony, but with your empires, and this opens opportunities for politics-themed buildings
like embassy, what will allow your empire get reputation points with faction you need
this also opens space for political events and gifts for and from another factions
upgrades for this building may be the better embassy is, the more reputation points/favors you get from another factions, maybe if you gift another faction something it will also multiply your gift value to embassy lvl(like, giftValue+giftValue*embassyLvl*0.2)
walls - not increases your mil lvl, but decreases enemy attacking mil lvl
upgrades - the more lvl in walls, the more debuff to enemy attacking mil lvl
minefield - works just like walls
here may be some drawbacks for walls and minefield, like debuff to animal production for minefileds, but for walls i dunno
add resource to colony - pawns and slaved pawns
to call for aid, for example of squad of 4 pawns, you wasting 4 pawn resources, they defend your colony and 1 of them dies, 3 returns home, you get 3 pawns resources back
each pawn takes some amount of silver to upkeep, here also good place to add some empire rules to regulate this (this is optional, i think, because of stuff later)
they work at 100% efficiency, so working on 1.0 animal job gives 1.0 animal value
OR they may work based on their stats and a job
for example settlement have 2 pawns,both work on foresty, one with lvl 5 plants, other with lvl 12 plants
first one adds 5*0.1 value to settlementPlantValue, second one 12*0.1
so settlement plant working efficiency = 5*0.1+12*0.1*regionalForestyValue*Properity*0.01
you dont have to check it each frame, only on tax payment moment, would be great if they can also get EXP on job they working on, like if someone working on foresty he/she gets,like, 1k experience in plants
you can hire workes over time in settlement, maybe make some kind of list of volunteers ready to get hired, you just check price(they may have different upkeep price and hire price)(and maybe stats? like passions and character traits) and hire them for silver.
also would be great to send some of pawns from empire settlement to your colony, and some of unneed pawns from colony to some empire settlement
slaved pawns just like workers, but dont need upkeep,works not as hard as pawns(like, 60-50% efficiency?) , and maybe need overseers
you can have somewhere overseers as a job, like for each 1 overseer in settlement you increasing slave workers limit by 2-4
you also can recruit some of slaves over time in empire settlement, but you now, after you recruit them you need to pay them
i think to create settlement you need not only 1k silver in the storage, but also some pawn on the map, so you start settlement with 1 working pawn and send some pawns and slaves to this settlement
you also can not, just hire pawns over time(this is a good place to use adventurers guild) and get slaves from raids on another settlements of other factions
and also pawns and slaves can die from unsuccessful defense from raids
maybe walls/barracks can decrease casualities? or maybe here will be building like shelter to decrease casualities? why not make also stash building to decrease prosperity and happiness casualities? or both combined? ( you need to be careful, because if here will be die more overseers than slaves it may get to situation where 1 overseer looks for 20 slaves)
also maybe make "guard" job - to defend settlement, but you know, it will most likely lead to mil rework itself
maybe also allow you control call for aid pawns be controller by player? like the ones in Royalty dlc
also RNGness rework of defense failure will be good
small/medium/big failure will lead to different losses