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Hey there folks!

Now that I'm back from holidays (just in time, huh? Terrible earth quake exactly in the town where I stayed at), it is time for a new development blog talking about a mod we haven't covered here before.

Vanilla Outposts Expanded is a first mod coming out right after we release Ancients and Asari & The Reapers. Vanilla Outposts Expanded is an incredibly Lite version of mods like Saakra’s Empire. Players will be able to form a caravan and travel to a location on the world map, where they can set up different kinds of outposts. Each of these location will yield different bonuses depending on the types of pawns as well as their skills.

This mod is NOT meant to replace the Empire mod, and if you want an indepth country-building simulator, Empire is still the mod to go.

Outposts are more like 'Caravans that provide resources' instead of complex settlement simulations. You send a caravan into the world, turn it into an outpost and you will receive the benefits. You CANNOT view the outpost map - gameplay-wise, it exists only as a world map object that provides you with resources.

The only time you can see how the outpost looks like on an actual ingame location map is when the outpost gets raided and you need to defend it with the pawns you sent.

Outposts provide food and shelter for themselves, so once you set up an Outpost, you don't need to supply it with anything anymore. You can literally forget about it.

At any time, you can re-form the caravan, thus abandoning the Outpost.

GOALS

  1. Allow players to dispose of unwanted colonists by setting up ‘sub-colonies’ of many different types.
  2. Give players a way to passively gain resources simply by devoting pawns to outposts.

There is 15 types of different outposts planned as part of this mod. The five we will be discussing here now are also present in Vanilla Factions Expanded - Classical. This means that if you don't have Vanilla Outposts Expanded, you will still have these five outposts if you have Classical faction mod loaded. They work in the same way.

Logging Outpost is a perfect way of supplying your colony with wood. Amount of pawns you send into it directly dictates how much wood will arrive on your local map border every 15 days.

Mining Outpost works a little bit differently. It calculates the total Mining skill all outpost pawns have, and unlocks different yield options you can pick based on that number. The amount of resources you receive depends on the type of resource, as Market Value is part of the calculations.

Farming Outpost allows you to receive a somewhat steady supply of potatoes and corn every 15 days. The total Plant skill of all outpost members dictates the amount of food you receive. A single pawns with 10 Plant skill will supply you with 200 potatoes and 50 Corn every 15 days.

Hunting Outpost calculates the Total shooting skill of the outpost members, and gives you meat and leather based on that. The type of meat and leather depends on the biome - but generally it comes from the most commonly spawning animal in that area.

Trading outpost is a passive way of generating silver based on how silver-tongued your pawns are. Total social skill of outpost members gets directly translated into the amount of silver you will be receiving every 15 days. One pawn with 10 Social skill will deposit 300 silver every 15 days.

That's it for now. The remaining 10 outposts will be covered in future development blogs!

I will try to answer any questions you might have!

Comments

Anonymous

Is there a cap on how many outposts can be made? Could outposts be used to help skill pawns up? Can you send weapons and other items to an outpost if you forgot to equip them on colonists? What is the process of dismantling an outpost? (apologies for the many questions, seems like an exciting idea!)

Anonymous

This is looking really good, I've always been one for sitting in my base, should get me out and about a little more now!

Anonymous

Will there be an option to tweak these values in-game? Or perhaps storyteller/difficulty wise?

Anonymous

Do the pawns you send to said outpost also act as the caravan for the goods between Outpost to Colony?

Anonymous

I need to know this too. Can I exile a pawn to Outpost and bring them back when they have trained up a little?

Anonymous

Can you add an ability for the outposts to eventually, via research, materials, etc., use drop pods to send the materials back home right to where it's designated?

Anonymous

oooh! i like the looks of this, the empire mod was a bit too complex imo but this feels like exactly what I want, and a great way to use pawns. I have a few questions, will you be able to add pawns to an outpost at a later date, and could you use outposts as like a refueling stop for caravans? IE: a caravan stops there to get food to continue a journey, or using a mod like SRTS expanded or the transport pod mod, use it to refuel?

Anonymous

Will the raids against the outposts be calculate based on the main colonies wealth? Or will it be generated based on the wealth of the pawns stationed there like a regular caravan getting ambushed.

Anonymous

There’s an absence of steel outposts - presumably this would be part of the 10 undisclosed outposts. What sort of yield can we expect from them?

oskarpotocki

Depends on the outpost. Generally the raids on them will be based on the amount of colonists you have in an outpost, however a not yet disclosed outpost will allow you to intercept the raid that would normally hit your main base!

lloki

Finally having an actively recruiting prison mid and late game will have sense!

HeinrichK

Rura Penthe seaice penal colony for pacifists and pyromanics incoming

Anonymous

Welcome back Silly Randy with his earthquake event..

Dan Gragert

You guys are so great at balancing your work, I can't wait to try this. I loved Empire, but man i just could not play it without feeling like i cheated... took a ton of tweaking to get it working right pre-Ideology, so i just gave up. I'm beyond stoked to fire this up.

Anonymous

Gotta ask about how this will interact with ideologies slavery mechanics. If you sent a bunch of slaves with 1 colonist will they ever risk a rebellion? Can you even form an outpost with slaves? Will slaves be balanced by being a liability when it comes to defending the outpost?

Anonymous

I would like to see the research or upgrade of the outposts that give u extra defence e.g. Turets.

Anonymous

This is super cool, I’m very excited for this! I have quite a few questions, feel free to answer any or none of them though! Will we be able to send slaves to outposts and will that have any effect on their yield (plus having to deal with remote slave rebellions)? Will it be possible to partially reform the caravan (IE have some pawns leave the outpost and some pawns stay)? Could we potentially see an option for the mod that requires us to visit the settlement to collect the resources instead of them having them appear at the map edge (might be a nice interaction with SRTS and eventually the Vehicle Framework and VVE)? Edge case here, but what happens if you send a pawn with a luciferium addiction, will they die when they run out from the supples sent with the caravan, or will they scavenge for more? Sorry for lots of questions, I have more questions about how in depth you plan to make this mod, but it’s probably treading in the territory of the empire mod. Also congratulations on your proposal and I’m happy you enjoyed your holidays!

oskarpotocki

You won't be able to see the outposts anyway, and they are not meant to be actual bases. They are more like camps, with one house and an area for work. To put it into perspective: When you disband an outpost, you don't get ANY resources from it, your caravan just reforms. It would be weird to try to explain to the player why his turrets are gone.

oskarpotocki

Slaves in outposts: Most likely! Reforming the caravan partially: I do believe so. Visiting the 'settlement' - definitely not. You even called it wrong. It's not a settlement, there is not a sprawling metropolis there. It's a house with a few beds. Allowing players to visit it to collect resources not only is extra work code wise, but also would encourage micromanagement and this is exactly the opposite of what we want with this mod. Our idea, the cornerstone of this mod is "Send and forget". Can't exactly forget about something if you constantly have to caravan there to even benefit from it. Pawns with addiction will have their addiction frozen until you reform the caravan.

Anonymous

Is there a specific distance at which the outposts have to be spaced from each other and the colony ? If it freezes the addiction I can already see it as a way to get your luciferium addicted supersoldier be frozen on the tile just next to your colony until you get some more ahah.

Phraxius

I wouldn't be too worried about addiction-freezing abuse; there are already plenty of ways to cheat or cheese the game in base Rimworld, let with mods.

Anonymous

Understandable, very excited to see all 15 types of outposts!

Anonymous

Brilliant! Now we can focus our processing power on the theme of colony we want, such as a harcore military camp, while offloading secondary jobs to be done in the background. So tasty!! So Spicy!!