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{{TOCright}} | {{TOCright}} | ||
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{{For|caravans visiting you from other factions|Trader}} | {{For|caravans visiting you from other factions|Trader}} | ||
− | '''Caravans''' are a group of one or more colonists who gather together for different purposes | + | '''Caravans''' are a group of one or more colonists who gather together for different purposes. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination. |
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]]. | Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]]. | ||
== Creation == | == Creation == | ||
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− | + | [[File:Form caravan icon.png|right]] | |
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In the World map, select the colony icon and click <tt>'Form caravan'</tt>. A dialog is shown to assign pawns, animals, and items. You can create multiple caravans. | In the World map, select the colony icon and click <tt>'Form caravan'</tt>. A dialog is shown to assign pawns, animals, and items. You can create multiple caravans. | ||
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=== People and Animals === | === People and Animals === | ||
− | + | Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, and any prisoners you want to transport. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down. | |
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− | + | There are three different arrangements when forming caravans: | |
+ | * A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay. | ||
+ | * A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available. | ||
+ | * A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals. | ||
− | + | Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned. | |
− | + | The caravan will take the name of the best negotiator in the caravan. | |
[[File:Caravan party.png|300px]] | [[File:Caravan party.png|300px]] | ||
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Caravan carrying capacity: | Caravan carrying capacity: | ||
− | { | + | * [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}}kg |
− | + | * [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}}kg | |
− | {{# | + | * [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}}kg |
− | | | + | * [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}}kg |
− | | | + | * [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}}kg |
− | | | + | * [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}}kg |
− | | | + | * [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}}kg |
− | | | + | * [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}}kg |
− | | | + | * [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}}kg |
− | }} | ||
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− | Baby or juvenile animals have a reduced carrying capacity | + | Baby or juvenile animals have a reduced carrying capacity. |
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight. | If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight. | ||
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The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity. | The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity. | ||
− | Modifier keys can be used to change the [>] | + | Modifier keys can be used to change the [>] arrow from +1 to adding more as follows:<br/> |
− | + | {{Key|CTRL}}: +10 <br/>{{Key|SHIFT}}: +100 <br/>{{Key|CTRL}}+{{Key|SHIFT}}: +1000. <br/>These keys work similarly for the [<] arrow to subtract. | |
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If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost. | If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost. | ||
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==== Food ==== | ==== Food ==== | ||
− | + | Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill. | |
− | + | It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate. | |
− | + | Food spoils without refrigeration so careful selection is needed: | |
− | + | * [[Simple meal]]s will suffice for short journeys (<2.4 days). | |
+ | * [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (<7 days). | ||
+ | * [[Pemmican]] will be needed for long-distance travel (up to 75 days). | ||
+ | * [[Packaged survival meal]]s will be necessary for extremely long journeys (>75 days). | ||
− | + | Supplies that expire soonest will be consumed first. | |
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− | + | While traveling, world map events may trigger such as manhunter packs, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever. | |
− | While traveling, | ||
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=== Formation process === | === Formation process === | ||
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− | Once the order to form the caravan is given, colonists and animals will gather around a [[caravan | + | Once the order to form the caravan is given, colonists and animals will gather around a [[caravan packing spot]] or a random place within your home area and wait for all members to assemble. |
− | It's recommended to put the caravan | + | It's recommended to put the caravan packing spot inside your warehouse to reduce loading time. |
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map. | After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map. | ||
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[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]] | [[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]] | ||
− | Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan | + | Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan packing spot. |
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping. | They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping. | ||
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=== Caravan route & pathing === | === Caravan route & pathing === | ||
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+ | The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time. | ||
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+ | Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player. | ||
<gallery widths="300px" heights="300px" class="center" mode="nolines"> | <gallery widths="300px" heights="300px" class="center" mode="nolines"> | ||
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.''' | File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.''' | ||
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=== Tricks === | === Tricks === | ||
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* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip. | * The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip. | ||
− | + | == Travelling == | |
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Once your caravan enters the world map, you can give it orders. | Once your caravan enters the world map, you can give it orders. | ||
A caravan can: | A caravan can: | ||
− | * | + | * Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes). |
− | * | + | * Settle - Click Settle to create a new colony. |
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. | ** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. | ||
** Settling directly adjacent to your own colony or any other settlement is not allowed. | ** Settling directly adjacent to your own colony or any other settlement is not allowed. | ||
* Enter back into the colony - Right-click the colony. | * Enter back into the colony - Right-click the colony. | ||
− | * | + | * Split - Click the Split button. Each caravan must consist of at least one colonist. |
− | * | + | * Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan. |
− | * | + | * Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. |
− | * | + | * Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations. |
− | * | + | * Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations. |
[[File:Caravan optimal route.png|300px]] | [[File:Caravan optimal route.png|300px]] | ||
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Several items are displayed in the status box. | Several items are displayed in the status box. | ||
− | # Movement status: | + | #Movement status: |
#* Traveling - moving to destination. | #* Traveling - moving to destination. | ||
#* Resting - caravan automatically stops between hours 22 and 6 to sleep. | #* Resting - caravan automatically stops between hours 22 and 6 to sleep. | ||
#* Waiting - no destination selected. | #* Waiting - no destination selected. | ||
#* Stopped - stopped moving with reason given. | #* Stopped - stopped moving with reason given. | ||
− | # Estimated time to destination - time to destination based on the current tile movement time. | + | #Estimated time to destination - time to destination based on the current tile movement time. |
− | # Days of food - | + | #Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey. |
− | # Base movement time: Movement speed based on the average speed of all the pawns in the caravan. | + | #Base movement time: Movement speed based on the average speed of all the pawns in the caravan. |
− | # Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.) | + | #Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.) |
− | # | + | #Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed. |
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− | * Between hours | + | A caravan may stop for various reasons, such as when; |
− | ** They | + | *Between hours 22 and 6 while the members sleep and rest. |
− | ** | + | **They still continue to rest even if all members are fully rested. |
− | * | + | **Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule. |
− | * | + | *All colonists are downed or having a minor/major mental break. |
− | ** Nobody will be harmed even if the colonist is going berserk. | + | *Any member is having an extreme mental break. |
− | ** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map. | + | **Nobody will be harmed even if the colonist is going berserk. |
− | * | + | **Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map. |
− | ** | + | *The player manually pauses the caravan. |
+ | **While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked. | ||
=== Sustenance === | === Sustenance === | ||
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If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time. | If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time. | ||
+ | ==== Foraging ==== | ||
+ | {{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}} | ||
+ | From Beta 19 onwards, every colonist in a caravan can forage for food. | ||
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Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling. | Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling. | ||
− | Foraging is | + | Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer. |
− | + | In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a "Faction Type: 170%" line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries. | |
− | === | + | === Movement Speed === |
− | {{ | + | {{Rewrite|section=1|reason=Outdated in 1.3}} |
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− | + | Many things can affect the traveling speed of caravans. Clothing, armor, traits, and health conditions all affect a pawn's movement speed. A caravan's movement speed is determined by the average speed of all of the members of the caravan across colonists and animals, followed by the total mass the caravan is carrying. Incapacitated pawns will greatly slow movement. | |
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− | + | If inventory mass exceeds carrying capacity the caravan will become immobilized until the mass is reduced, such as by eating food, discarding goods or having another caravan join up to bring capacity above inventory mass. | |
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− | + | Some examples of things that may slow you down: | |
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− | + | * Clothing and armor (varies; [[flak vest]], [[flak jacket]], [[flak pants]], [[plate armor]] and [[marine armor]] have high movement penalties) | |
+ | * Injured or downed colonists and prisoners | ||
+ | ** Downed pawns can significantly slow down caravans, much more than injured ones that are capable of walking. | ||
+ | * Traits (e.g. Slowpoke) | ||
+ | * Slower animals, including muffalo, dromedaries, or alpacas (the animals that can haul goods in caravans) | ||
+ | ** Animals can be injured too. A muffalo missing a leg or two will slow down your caravan even more. | ||
+ | ** Middle-stage pregnant animals move at 85% speed. | ||
+ | ** Late-stage pregnant animals move at 70% speed. | ||
+ | ** Juvenile animals move at 90% speed. | ||
+ | ** Baby animals move at 50% speed. | ||
− | + | Some things that can speed you up: | |
+ | *Colonists equipped with [[Bionic leg]]s or high on [[go-juice]] or [[yayo]]. | ||
+ | *Roads halve the time it takes to travel through a tile. | ||
+ | *Caravans carrying lighter items will move faster. | ||
− | + | While the slower Muffalo and Dromedary speeds compared to the human base speed won't significantly affect shorter distances, baby animals and seriously injured colonists can have a significant impact, increasing travel time by 30% or more. | |
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− | + | ==== Movement Speed Table ==== | |
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− | + | {{#vardefine: color1 | 66FF33}} | |
+ | {{#vardefine: color2 | 55DD33}} <!--E3D933--> | ||
+ | {{#vardefine: color3 | BBCC22}} | ||
+ | {{#vardefine: color4 | EE9900}} | ||
− | + | '''Note: this chart is outdated as of 1.0.''' | |
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− | + | The following table lists the base caravan movement speed in hours per tile for an unencumbered human. Flat terrain is naturally the easiest to travel. Hills and mountains will worsen travel speed, while roads speed it up. Biomes with cold winters have reduced movement speed during the winter. It appears to be interpolated based on the current season and temperature with the worst-case values listed in the table below. | |
− | + | Note that it is unlikely that your caravan will travel at the speed listed here. | |
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− | + | {| {{STDT| wikitable text-center}} | |
− | + | ! Terrain !! Biome !! scope="col" style="width:5em;" | Flat !! Small Hills !! Large Hills || Mountains | |
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− | ! Terrain !! Biome !! Flat !! Small Hills !! Large Hills | ||
|- style="background-color:#{{#var: color1}}" | |- style="background-color:#{{#var: color1}}" | ||
− | | rowspan=" | + | | rowspan="5" | '''Easy''' |
− | | style="text-align: left;" | | + | | style="text-align: left;" | Arid Shrubland || 0.99 || 1.8 || 3.4 || 13 |
|- style="background-color:#{{#var: color1}}" | |- style="background-color:#{{#var: color1}}" | ||
− | | style="text-align: left;" | Desert || | + | | style="text-align: left;" | Desert || 0.99 || 1.8 || 3.4 || 13 |
|- style="background-color:#{{#var: color1}}" | |- style="background-color:#{{#var: color1}}" | ||
− | | style="text-align: left;" | Extreme Desert || | + | | style="text-align: left;" | Extreme Desert || 0.99 || 1.8 || 3.4 || 13 |
|- style="background-color:#{{#var: color1}}" | |- style="background-color:#{{#var: color1}}" | ||
− | | style="text-align: left;" | Tundra | + | | style="text-align: left;" | Tundra (summer) || 0.99 || 1.8 || 3.4 || 13 |
|- style="background-color:#{{#var: color1}}" | |- style="background-color:#{{#var: color1}}" | ||
− | | style="text-align: left;" | | + | | style="text-align: left;" | Tundra (winter) || 17 || 18 || 19 || 28 |
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|- style="background-color:#{{#var: color2}}" | |- style="background-color:#{{#var: color2}}" | ||
− | | rowspan=" | + | | rowspan="4" | '''Moderate''' |
− | | style="text-align: left;" | | + | | style="text-align: left;" | Boreal Forest (summer) || 1.6 || 2.4 || 4 || 14 |
+ | |- style="background-color:#{{#var: color2}}" | ||
+ | | style="text-align: left;" | Boreal Forest (winter) || 17 || 18 || 19 || 28 | ||
|- style="background-color:#{{#var: color2}}" | |- style="background-color:#{{#var: color2}}" | ||
− | | style="text-align: left;" | | + | | style="text-align: left;" | Temperate Forest (summer) || 1.6 || 2.4 || 4 || 14 |
|- style="background-color:#{{#var: color2}}" | |- style="background-color:#{{#var: color2}}" | ||
− | | style="text-align: left;" | | + | | style="text-align: left;" | Temperate Forest (winter) || 11 || 12 || 13 || 23 |
+ | |||
+ | |- style="background-color:#{{#var: color3}}" | ||
+ | | '''Rough''' | ||
+ | | style="text-align: left;" | Ice Sheet || 3 || 3.8 || 5.4 || 15 | ||
|- style="background-color:#{{#var: color4}}" | |- style="background-color:#{{#var: color4}}" | ||
− | | '''Difficult''' | + | | rowspan="2" | '''Difficult''' |
− | | style="text-align: left;" | | + | | style="text-align: left;" | Tropical Rainforest || 5 || 5.8 || 7.4 || 17 |
+ | |- style="background-color:#{{#var: color4}}" | ||
+ | | style="text-align: left;" | Sea Ice || 5 || -- || -- || -- | ||
|} | |} | ||
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When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed. | When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed. | ||
− | + | {{clear}} | |
− | + | === Returning home === | |
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After you arrive back at your colony, you will notice two details must be addressed before continuing the game. | After you arrive back at your colony, you will notice two details must be addressed before continuing the game. | ||
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== Events == | == Events == | ||
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Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]]. | Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]]. | ||
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out. | There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out. | ||
− | + | === Visibility === | |
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}} | {{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}} | ||
− | Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, | + | Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, is does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan. |
=== Ambush === | === Ambush === | ||
− | Your caravan has been ambushed by an enemy faction. Colonists cannot exit the | + | Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items. |
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# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed). | # To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed). | ||
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried. | # Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried. | ||
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==== Manhunter Ambush ==== | ==== Manhunter Ambush ==== | ||
− | Same as Ambush except with a manhunter pack | + | |
+ | Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either. | ||
=== Demand === | === Demand === | ||
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+ | Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan. | ||
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+ | You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding. | ||
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+ | It's nearly always a better choice to fight back as pirates usually come in poor numbers. | ||
=== Encounter === | === Encounter === | ||
+ | |||
Another friendly caravan crosses paths with you, opening an opportunity to trade. | Another friendly caravan crosses paths with you, opening an opportunity to trade. | ||
− | You can attack them if you wish, damaging | + | You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing. |
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible. | Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible. | ||
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[[File:Caravan met peacefully.png|400px]] | [[File:Caravan met peacefully.png|400px]] | ||
− | === | + | == Attacking other settlements == |
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You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor. | You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor. | ||
− | * See [[ | + | * See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases. |
=== Walkthrough === | === Walkthrough === | ||
− | : The below shows bases from | + | : The below shows bases from Alpha 16 version of the game. Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat, and are not scaled down by easier difficulty as other raids are. |
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: 2) Once your caravan arrives, the game generates a map with an enemy base.</p><p> | : 2) Once your caravan arrives, the game generates a map with an enemy base.</p><p> | ||
: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p> | : 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p> | ||
− | : 4) You can click on individual enemy members to see their character skills, gear | + | : 4) You can click on individual enemy members to see their character skills, gear and health. Use this to prioritize your targets.</p><p> |
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: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p> | : 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p> | ||
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p> | : 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p> | ||
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: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p> | : 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p> | ||
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p> | : 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p> | ||
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File:Work tab order shift.png|16.- Work tab order shift | File:Work tab order shift.png|16.- Work tab order shift | ||
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− | : 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the | + | : 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the deadman's apparel mood penalty if you took them off the dead, though.</p><p> |
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.</p><p> | : 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.</p><p> | ||
− | : 15) Once you arrive back home, characters will start unloading their inventory | + | : 15) Once you arrive back home, characters will start unloading their inventory, sorting items properly.</p><p> |
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.</p> | : 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.</p> | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] |