Last update: 16.12.22.
Reason: Update mod to version: 15.12.22
If you ever felt that you need more outpost types, then this mod may be what you need.
Mod add few new outpost types to complement Vanilla Outposts Expanded. New outposts should help your pawns with high Construction/Medicine/Cooking/Artistic skills find their outpost where they are most useful.
Places a temporary, autonomously-led camp that specializes in providing construction workers for temporary employment to other factions in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.
Need at least Total Construction Skill 20. Each quadrum provide player with shipment of silver:
Total Construction Skill * 30 + Amount of Pawns * 50
Places a temporary, autonomously-led camp that specializes in producing medical supplies for colony. Alternatively can sell them and provide medical help to wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.
Need at least Total Medicine Skill 4. Each quadrum provide player with shipment with one of item:
Item | Requirements | Amount |
Herbal medicine | Total Medicine Skill 8 | Total Medicine Skill * 3 |
Medicine | Total Medicine Skill 20 | Total Medicine Skill * 1 |
Silver | None | Total Medicine Skill * 30 + Total Social Skill * 5 |
Places a temporary, autonomously-led camp that specializes in producing meals supplies for colony. Alternatively can sell meals to wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.
Need at least Total Cooking Skill 8 and 2 Pawns. Each quadrum provide player with shipment with one of item:
Item | Requirements | Amount |
Simple Meal | None | Total Cooking Skill * 4 |
Fine meal | Total Cooking Skill 16 | Total Cooking Skill * 2 |
Packaged survival meal | Total Cooking Skill 16 | Total Cooking Skill * 1 |
Silver | None | Total Cooking Skill * 30 + Total Social Skill * 5 |
Places a temporary, autonomously-led camp that specializes in organizing artistic and recreational events for wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.
Need at least Total Construction Skill 30 and 3 Pawns. Each quadrum provide player with shipment of silver:
Total Artistic Skill * 40 + Total Social Skill * 40 + Amount of Pawns * 50
Places a temporary, autonomously-led camp that specializes in negotiating with other factions. Once the negotiations are successful, goodwill of that faction will increase.
Need at least Total Social Skill 20. Each quadrum improve goodwill of one of factions:
(Total Social Skill * 0.5) * (1 + Amount of Pawns * 0.05)
The higher offset of faction current goodwill from 0 the less goodwill will be gained:
with NegotiationDifficulty = 3 and current faction goodwill = -100 it will gain only 1/3 of goodwill provided by Embassy.
Places a temporary, autonomously-led camp that specializes in patroling faction's border, searching for illegal trespassers and smugglers. Once the violator is caught, he is fined or imprisoned. After which a delivery will be made at the outskirts of a faction's primary colony.
Need at least Total Melee Skill 20, Social Skill 5 and placed on road. During each quadrum each pawn will try to caught violators:
Chance = Pawn Melee Skill * 1.25 / 100
If violator caught, then player provided with either silver or that prisoner.
Silver = 1000 * (1 + 1.5 * Pawn Social Skill / 100)
Depends on Pawn Social Skill prisoner would be hurt during capture and arrest:
Pawn Social Skill | Result |
lvl < 4 | Prisoner was badly hurt to stop him from running away during capture |
4 <= lvl < 10 | Prisoner was slightly beaten during arrest |
lvl >= 10 | Prisoner was persuaded to cooperate |
Places a temporary, autonomously-led camp that specializes in providing mercenary services in exchange for silver. Once mission is over reward will be delivered at the outskirts of a faction's primary colony.
Need at least Total Melee Skill 10 and Shooting Skill 10. Each quadrum conduct one mercenary mission and provide player with shipment of silver as reward for active pawns:
Risk lvl | Min Total Combat Skill | Reward | Minor Injury Chance | Major Injury Chance | Fatal Injury Chance |
0 |
0 | Total Combat Skill * 15 | 0.25 | 0 | 0 |
1 | 40 | Total Combat Skill * 20 | 0,75 | 0.10 | 0 |
2 | 60 | Total Combat Skill * 30 | 2,50 | 0,25 | 0,01 |
3 | 80 | Total Combat Skill * 40 | 3,75 | 0,40 | 0.10 |
4 | 120 | Total Combat Skill * 60 | 5 | 0,60 | 0,20 |
Injury chance is reduced, when pawn have higher Combat skill. Injury chance 0.60 for Pawn with 30 Combat will be 0.20, so it will be 20% chance that pawn will get injury. Minor Injury Chance 3.75 mean that pawn get 3 injuries and 75% for 4th one.
Injuries will be tended by best medic in Mercenary Camp.
Slaves have 0.8 Combat skill multiplier. Prisoners have 0.5 Combat skill multiplier.
VOE: Additional Outposts mod should be safe to add to existing save. But when you want to remove it, better make backup save just in case.
Version 19.10.22 for RimWorld 1.3
Version 17.10.22 for RimWorld 1.3
File info