Growing outposts

The place to request or suggest new ideas and features.
anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Thu Jan 16, 2014 7:25 am

Just a thought to make it so that your outposts can draw attention from other normal npcs and come to live there and do jobs such as mining as stuff I thought of a few ways people would come to your town to live there and thought of some things they could be used for

Ways to be obtained:

1, Have enough beds and housing for the people (EX. based off normal towns math may be wrong but 1 Bed = 7 Citizens and depending on the house more could live in the building starting with shack with 7 max, then 14, 21, 28, 35, ect.)

2, And this is how people would know of your base, Do a lot of jobs to "Spread word" of your growing outpost.

3, Allow bandits who seek "Redemption" to join you as NPC villagers.


Uses:

1, They could easily do all meager jobs that your squad normally would need to do for profit or building such as Mining, Farming, and baking, but nothing like MetalSmithing/Medkit crafting and such so your high level weapon/armor smith/field medic can still craft your best gear.

2, Taxes Like a daily tax that is set by the game based on how many NPCs live in your outpost (Ex. 1 person = 10 Cats)

3, NPC guards that way your outpost is defended and you can send your crappy guards to train elsewhere instead of waiting for the next lowly starving bandit raid.

4, Possible new squad recruits. Such as every so often you'll find a new npc that looks like a hireable that spawns in your growing outpost that way you do not need to travel as far to get new soldiers.

This is just a small idea that anyone could contribute to and if this could be added that would be great. I got this idea after seeing the Pop. cap/growth/current on some towns and thought why not make our outposts into actual growing towns.

P.S. I did search keywords for anything like this but did not find anything if there is anything like This many apologies.

Xx BoD xX
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Thu Jan 23, 2014 4:20 pm

Great idea man, the down side I would think to having peeps come live with you is logistics. You would need enough food\ water and protection for them to feel safe enough to live in you town. Also they probably wouldn't work non-stop and you'd have to give them some sort of incentive to work in the mines for 12 hours. Like money per day or they work to earn their keep. This would be amazing lol. I'm getting all excited typing this out, I need to go play some kenshi haha

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PnzrNorm
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Sat Jan 25, 2014 7:28 pm

This is a phenomenal idea that will vastly improve the depth of Kenshi's RTS aspects.
If anyone has played any citizen management game before, then you have already learned to love the pros and cons of this whole post. If not, you should find and play one in preparation for the time Chris implements survival needs.

With the implementation of females, I'm sure its safe to assume that there will eventually be reproduction, so "Growth" can be measured by the # of females living in the town/outpost in addition to migration.

Migration patterns and volume could simply be controlled by tendency values.
There could be different parameters that need to be met, such as food and water supply, ample power, space to live and sleep, places to work, amount of wage, cost of rent, as well as a safety or happiness value.
As you build or lose houses, beds, wells, or food sources, that could affect values that tend towards positively or negatively. and people will migrate according to multiple parameters that are either positive or negative.
This could go even further so that each NPC is influenced differently by each parameter. Some NPCs could care less what the safety value of your outpost is or they could care a lot, and it could vary from char to char.

Referencing Anduin's "Spread the word" bullet, perhaps factions that have a higher disposition towards you could ship slaves to work at your outpost as well, since slavery has been confirmed to be implemented at some point.

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Sat Jan 25, 2014 8:00 pm

Wow I actually thought no one cared for this post after awhile haha.

Anyways as for the food and water thing that's not a bad idea as it would give reason to set up even more bakeries and farms maybe make a new building type to like restaurants or grocers for people to get food and they could be either npc owned (automated no income) or player owned (keep it stocked or lose profits.) I know it sounds like a normal shop counter sure but I mean this is one only your citizens can buy from and has some different features like for having Y different supplies you generate X
Happiness which in turn could cause Z boost in population growth.

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PnzrNorm
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Sun Jan 26, 2014 5:43 pm

anduin_lothar1 wrote:as for the food and water thing that's not a bad idea as it would give reason to set up even more bakeries and farms maybe make a new building type to like restaurants or grocers for people to get food and they could be either npc owned (automated no income) or player owned (keep it stocked or lose profits.) I know it sounds like a normal shop counter sure but I mean this is one only your citizens can buy from and has some different features like for having Y different supplies you generate X
Happiness which in turn could cause Z boost in population growth.
This actually sounds really cool too.

The current system just identifies if a building is Public or Private, but what if you could designate what type of building it is.

To make an example, I've noticed that, while running around NPC towns, clicking on the doors of different buildings displays additional information in the lower-left-most box of the HUD.
The line "Faction division:" could be applied to buildings that the player creates in order to designate different types of buildings for NPCs to use for additional purposes besides trade.

anduin_lothar1
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Joined: Thu Jan 16, 2014 1:56 am

Wed Jan 29, 2014 9:18 pm

I just had another thought that your NPC's could do, make them be able to do trading caravans to sell or buy needed goods to other towns/cities, this way your trade is automated at a reduced gain (Since your NPC's need payment) and that leaves your squad able to do more important tasks like slaughtering that cannibal outpost east of clownsteady.

Enkar
Posts: 25
Joined: Wed Feb 05, 2014 4:00 pm

Fri Feb 07, 2014 11:05 am

anduin_lothar1 wrote:I just had another thought that your NPC's could do, make them be able to do trading caravans to sell or buy needed goods to other towns/cities, this way your trade is automated at a reduced gain (Since your NPC's need payment) and that leaves your squad able to do more important tasks like slaughtering that cannibal outpost east of clownsteady.
Thoose filthy cannibals makes me sick! they deserve to be mass murdered and enslaved!

Anyway, on your request, here's the Arena Building system suggestion that i made and that could fit:
Enkar wrote:
- 3-4arena sizes, avaliability depending on tech level

- Arena can stock up to 10 characters (for the last one), and has it's own isolated faction system (which means that a dust bandit could fight another dust bandit, without risks of bug coming from the faction affiliation) with up to 4 different teams. a storage being also implemented, to put armors and weapon to equip gladiators before the fight, as well as a bed-like regen when gladiators are not fighting.

- Arena would have three roles:
A buffer building, it would increase popularity of your town and make more people come in it, as merchant coming to buy stuff.
A training building, where you could make fight your own characters to up their characteristics in combat or sword mastery.
A recruitment building: to congratulate your gladiators (the enslaved ones) you could give them luxury goods, narcotics, rhum, or food supplies. Up to a point, they would start liking this life and you could ask them to join your team. Narcotics and rhum would give the highest reputation bonus, but also a debuff to your gladatior for the next day.

- Arena would consume water and bread to feed the gladiators.

- Different possible politics: you could decide to keep your gladiators whatever the result, or organise fight where the winner gain it's liberty, the last one giving a reputation bonus towards the faction of the now free gladiator.

- Last possible feature, but not the most important: betting system. with enough people coming to your town, they would start betting (the more advanced the arena is, the bigger the bets would be) and you could also bet some of your money, and see if you do know your gladiators!
I'll add that i completelly agree with your idea, this game seems to be a hybrid RTS/RPG, and adding population management such as in the Stronghold serie would definitelly fit and correspond to the game. Thought about it myself, so that's a +1 to this idea for me.

I would also suggest a bit more features, such as your daily taxes that can be raised/lowered, deleted, or replaced by a daily gift instead, this influencing on your city's attractivity.

For NPC guards, i dissagree. You'll have hundreds of warriors, letting 10 of them at a door shoulden't be a problem.

The "hapiness generating" buildings would also be needed, there's classics ones, like tavern, or religious buildings, and there's other, like gardens, or theatres, but thoose last woulden't fit to kenshi. Instead, i would rather see dojos and zen sand gardens

to finish a more dynamic economy, with prices based on avaliable stock instead of fix prices set at a save start. for your base, you could choose the price of anything, just by rightclicking, an option "define price at base" would be perfect.

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Fri Feb 07, 2014 4:52 pm

Enkar wrote:
anduin_lothar1 wrote:I just had another thought that your NPC's could do, make them be able to do trading caravans to sell or buy needed goods to other towns/cities, this way your trade is automated at a reduced gain (Since your NPC's need payment) and that leaves your squad able to do more important tasks like slaughtering that cannibal outpost east of clownsteady.
Thoose filthy cannibals makes me sick! they deserve to be mass murdered and enslaved!

Anyway, on your request, here's the Arena Building system suggestion that i made and that could fit:
Enkar wrote:
- 3-4arena sizes, avaliability depending on tech level

- Arena can stock up to 10 characters (for the last one), and has it's own isolated faction system (which means that a dust bandit could fight another dust bandit, without risks of bug coming from the faction affiliation) with up to 4 different teams. a storage being also implemented, to put armors and weapon to equip gladiators before the fight, as well as a bed-like regen when gladiators are not fighting.

- Arena would have three roles:
A buffer building, it would increase popularity of your town and make more people come in it, as merchant coming to buy stuff.
A training building, where you could make fight your own characters to up their characteristics in combat or sword mastery.
A recruitment building: to congratulate your gladiators (the enslaved ones) you could give them luxury goods, narcotics, rhum, or food supplies. Up to a point, they would start liking this life and you could ask them to join your team. Narcotics and rhum would give the highest reputation bonus, but also a debuff to your gladatior for the next day.

- Arena would consume water and bread to feed the gladiators.

- Different possible politics: you could decide to keep your gladiators whatever the result, or organise fight where the winner gain it's liberty, the last one giving a reputation bonus towards the faction of the now free gladiator.

- Last possible feature, but not the most important: betting system. with enough people coming to your town, they would start betting (the more advanced the arena is, the bigger the bets would be) and you could also bet some of your money, and see if you do know your gladiators!
I'll add that i completelly agree with your idea, this game seems to be a hybrid RTS/RPG, and adding population management such as in the Stronghold serie would definitelly fit and correspond to the game. Thought about it myself, so that's a +1 to this idea for me.

I would also suggest a bit more features, such as your daily taxes that can be raised/lowered, deleted, or replaced by a daily gift instead, this influencing on your city's attractivity.

For NPC guards, i dissagree. You'll have hundreds of warriors, letting 10 of them at a door shoulden't be a problem.

The "hapiness generating" buildings would also be needed, there's classics ones, like tavern, or religious buildings, and there's other, like gardens, or theatres, but thoose last woulden't fit to kenshi. Instead, i would rather see dojos and zen sand gardens

to finish a more dynamic economy, with prices based on avaliable stock instead of fix prices set at a save start. for your base, you could choose the price of anything, just by rightclicking, an option "define price at base" would be perfect.
Hmm as for the guard part I forgot to think on that, after all one of the features I suggested for the outposts would be the ability to recruit some of your citizens. Also I read somewhere that there will be a class system for people to get their gear from a blacksmith or any store that carries gear so the guard npcs might not be needed since realizing if people could do that they can just bandit farm in their own base for experience.
PnzrNorm wrote:anduin_lothar1 wrote:
as for the food and water thing that's not a bad idea as it would give reason to set up even more bakeries and farms maybe make a new building type to like restaurants or grocers for people to get food and they could be either npc owned (automated no income) or player owned (keep it stocked or lose profits.) I know it sounds like a normal shop counter sure but I mean this is one only your citizens can buy from and has some different features like for having Y different supplies you generate X
Happiness which in turn could cause Z boost in population growth.
The happiness generation was thought on but that's not a bad idea to have some buildings generate happiness such as your arena.

Taxes, that idea I did mention on my first post actually. Did kind of mean for it to be adjustable but may of not mentioned that fully.

For dynamic economy I assume you mean like this (Bread = x then set price mark-up to Z) That way if you're low on stuff you'd be willing to pay more for it, or it costs more for merchants to buy.

Anyways great ideas for it and thanks for putting your arena post here to merge two ideas into a bigger one. :)

Enkar
Posts: 25
Joined: Wed Feb 05, 2014 4:00 pm

Fri Feb 07, 2014 7:05 pm

No problem! And yeah, for the dynamic economy, yeah, something like that, but only for NPC. For your towns, you could set prices (prices that are based on the ressource of this town, each outpost having different incomes, you may want to sell something at a different prices in a different town.) But of course, for that the whole economy would have to be dynamic, like each town would sell what it can produce (eg: no well, no water. No blacksmith, no weapon/armor to sell with a dynamic economy. So this may require a bit more of CPU use, but i guess that this is what they had in mind when they added this price % system. (Or may be not, and the fixed prices generated at a start represent the need/overflow of particular ressources in actual towns)

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Sat Feb 08, 2014 1:06 am

Enkar wrote:No problem! And yeah, for the dynamic economy, yeah, something like that, but only for NPC. For your towns, you could set prices (prices that are based on the ressource of this town, each outpost having different incomes, you may want to sell something at a different prices in a different town.) But of course, for that the whole economy would have to be dynamic, like each town would sell what it can produce (eg: no well, no water. No blacksmith, no weapon/armor to sell with a dynamic economy. So this may require a bit more of CPU use, but i guess that this is what they had in mind when they added this price % system. (Or may be not, and the fixed prices generated at a start represent the need/overflow of particular ressources in actual towns)
I like the idea makes it possible to have more income from sales tax and such that in turn would allow you to make more businesses to further increase sales tax provided your outposts/towns can actually maintain them and keep them supplied.

A Space Ostrich
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Joined: Thu Mar 20, 2014 2:50 am

Fri Mar 21, 2014 7:57 am

I like it.

nolastname96
Posts: 7
Joined: Wed Feb 19, 2014 1:48 am

Wed Mar 26, 2014 12:01 am

I was thinking that instead of having things so controlled by yourself that it can be kind of automated.
You guys have been saying it but I kind of wanted to add.
I was thinking that you could build houses and set them so that NPCs will move in and you can set rent on the buildings.
As for businesses and mines you could build a store and set it to either player controlled or make it so that an NPC will come run it and keep it stocked themselves and just set a taxes for owning the store or sales tax, maybe both.
Farms and mines could be built by you and worked by people living in the town and maybe you'd have to set wages or even privatize the buildings and have companies own them and pay the workers instead.
That way you wouldn't have to worry about anything but expanding because you'd be making money off of taxing the businesses, mining/farming companies, industry (like stone converters or rum makers), the sales taxes, and rent and what not.

I also like the idea of guards not being in your squad because honestly I don't like having a large squad, but that's just my preference. I think it would be cool if you could use people from your faction if you wanted to save money on wages.

This may sound dumb and complicated but I'm just throwing ideas out there as I think it would be cool to build a small town and just let the NPCs take care of the farming and production and I worry about expansion and protection. It would be cool to have the choice between basically a socialist economy or a free one. Lol
I also like the idea of owning a self sufficient town thats basically just under my faction's protection/rule.

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Thu Apr 03, 2014 11:47 pm

nolastname96 wrote:I was thinking that instead of having things so controlled by yourself that it can be kind of automated.
You guys have been saying it but I kind of wanted to add.
I was thinking that you could build houses and set them so that NPCs will move in and you can set rent on the buildings.
As for businesses and mines you could build a store and set it to either player controlled or make it so that an NPC will come run it and keep it stocked themselves and just set a taxes for owning the store or sales tax, maybe both.
Farms and mines could be built by you and worked by people living in the town and maybe you'd have to set wages or even privatize the buildings and have companies own them and pay the workers instead.
That way you wouldn't have to worry about anything but expanding because you'd be making money off of taxing the businesses, mining/farming companies, industry (like stone converters or rum makers), the sales taxes, and rent and what not.

I also like the idea of guards not being in your squad because honestly I don't like having a large squad, but that's just my preference. I think it would be cool if you could use people from your faction if you wanted to save money on wages.

This may sound dumb and complicated but I'm just throwing ideas out there as I think it would be cool to build a small town and just let the NPCs take care of the farming and production and I worry about expansion and protection. It would be cool to have the choice between basically a socialist economy or a free one. Lol
I also like the idea of owning a self sufficient town thats basically just under my faction's protection/rule.
Not some bad Ideas I must say Hopefully one day Chris reads this sees the huge idea we came up with and implements what he deems worthy of this posts collaborated ideas.

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CloudScape
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Location: ShadowLands

Fri Apr 04, 2014 12:52 am

Wow, this is quite and awesome and powerful suggestion, I hope the option to do all that you have state becomes readily available, I commend you for such a helpful and intelligent post. I love it when a game that you thought was already on the way to becoming perfect can in fact, become even more perfect. I commend you all for your excellence.

Seimears
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Joined: Sun Mar 09, 2014 7:59 am

Fri Apr 04, 2014 11:03 pm

The only issue I would have with the suggestions is the ability to reproduce. That means all the time and money you spent on one guy would no longer matter in the end because he will die of old age. The only thing I would say that would make that acceptable or enjoyable. Is that he would pass his knowledge and strength onto his kids when they are of age. So like you have a warrior heavy class strong does 50 damage when his son is of age to join your squad he would start out with atleast half of what his dad has. Same with engineers and scientist and so on. Though you would have to add in half of what his mom knows as well.

That or atleast creat a school system when the kids are born you can select what school they go to. That way when they do get of age you have a ready warrior or scientist or farmer already.

Besides doing one of them two I really do not see it been as enjoyable to train your squad up only to lose them out of old age and haven to do the same thing over and over.

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PnzrNorm
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Fri Apr 04, 2014 11:43 pm

Families, reproduction, and aging have been confirmed will not be in Kenshi.

Currently on my mobile, so I can't link the URL for Chris' s interview with JPS.

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Sat Apr 05, 2014 5:52 pm

PnzrNorm wrote:Families, reproduction, and aging have been confirmed will not be in Kenshi.
Next objective then in kenshi, find the secret underground cloning facility and use it to my advantage.

If anyone feels as though cloning facilities could be a feature go ahead and make a topic on it I'm too lazy to lol.

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Hatsune_Neko
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Sat Apr 05, 2014 8:22 pm

you know,
clones can't hit the side of a death star if their life depended on it.
imagine how bad they would be with swords!!!

:P
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Seimears
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Sun Apr 06, 2014 3:31 am

Yeah the Bandits could stand back as your clone squad tear itself apart. They might even bring there own rum for the show.

anduin_lothar1
Posts: 27
Joined: Thu Jan 16, 2014 1:56 am

Sun Apr 06, 2014 5:12 am

Seimears wrote:Yeah the Bandits could stand back as your clone squad tear itself apart. They might even bring there own rum for the show.
Hatsune_Neko wrote:you know,
clones can't hit the side of a death star if their life depended on it.
imagine how bad they would be with swords!!!

:P
That explains the bandits a lot then at times xD

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