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'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. 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. | '''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. 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 | + | 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, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. 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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− | * A caravan ''without'' pack animals forms the quickest | + | There are three different arrangements when forming caravans: |
− | * A caravan ''with'' pack animals suffers | + | * 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 | + | * 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 | + | 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 | + | The caravan will take the name of the best negotiator in the caravan. |
− | Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere | + | Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. |
[[File:Caravan party.png|300px]] | [[File:Caravan party.png|300px]] | ||
=== Items === | === Items === | ||
− | Use the Items tab to select supplies. Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan | + | Use the Items tab to select supplies. Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map. |
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have. | The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have. | ||
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. | |
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− | + | 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: | |
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+ | * [[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. | |
− | + | While traveling, world map events may trigger such as [[manhunter pack]]s, 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. | |
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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 hitching spot]] or a random place within your home area and wait for all members to assemble. | Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble. | ||
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A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete. | A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete. | ||
− | Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be | + | Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled. |
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]] | [[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]] | ||
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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 === | ||
− | * If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time- | + | * If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of "Forming Caravan". To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking "Add to Caravan"). You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey. |
− | :* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a | + | :* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen). If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click "Split Caravan", sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the "lift" ability of the remaining pawns is enough to carry all the intended items. |
− | * Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), | + | * Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again. |
* 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. | ||
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== Traveling == | == Traveling == | ||
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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. |
− | A caravan may stop for various reasons, such as | + | A caravan may stop for various reasons, such as when; |
− | + | *Between hours 22 and 6 while the members sleep and rest. | |
− | * Between hours | + | **They still continue to rest even if all members are fully rested. |
− | ** They | + | **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. |
− | * | + | *Any member is having an extreme mental break. |
− | * | + | **Nobody will be harmed even if the colonist is going berserk. |
− | ** 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. |
− | ** 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 a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves. | If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves. | ||
− | If you bring [[Beer]] along with you, colonists may consume | + | 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. | |
==== Energy ==== | ==== Energy ==== | ||
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=== Psyfocus === | === Psyfocus === | ||
{{Royalty|No category}} | {{Royalty|No category}} | ||
− | Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This | + | Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge. |
− | === | + | === Movement Speed === |
− | {{ | + | {{Rewrite|section=1|reason=Outdated in 1.3}} |
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− | + | All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]], that's how they work. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination by 2200, they will stop, even if they are seconds from their destination - it's union rules. | |
− | + | 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, and [[pack animal]]s that can be ''ridden'' will speed it up. | |
− | + | 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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− | + | While the slower pack animal 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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− | + | Some examples of things that may slow you down (remembering that caravan speed is the average of the colonist + animal speed): | |
− | + | * Caravans that are near their max lift capacity will move ''much'' slower than if they are carrying a light load (this can be seen at the top of the Caravan Formation screen) | |
− | + | * A route that leads through hills or mountains | |
− | + | * 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 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. | ||
+ | ** Newborn/Baby animals move at 50% speed | ||
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− | + | Some things that can speed you up: | |
− | + | * [[Pack animal]]s that can be ridden | |
− | + | * Caravans that are carrying less than their maximum load will move faster | |
− | + | * Roads halve the time it takes to travel through a tile | |
− | + | * Faster colonists will increase the average speed of the caravan (e.g. the [[jogger]] trait, being equipped with [[Bionic leg]]s, or high on [[go-juice]] or [[yayo]] | |
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− | ==== | + | ==== Movement Difficulty Table ==== |
− | + | The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. However, for those times, here it is... | |
− | The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. | ||
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}. | The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}. | ||
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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. | ||
− | * Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her to drop the items as well. | + | * Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well. |
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited. | * Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited. | ||
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== Events == | == Events == | ||
− | 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 | + | |
+ | 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%, it 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. | 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%, it 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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# The game notifies you that an ambush is taking place, prompting you to check on your caravan. | # The game notifies you that an ambush is taking place, prompting you to check on your caravan. | ||
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features. | # Pause the game to survey the enemy and position yourself by taking cover behind terrain features. | ||
− | # Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the | + | # Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades. |
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need. | # After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need. | ||
# 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 === | ||
− | + | ||
+ | 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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=== Reform caravan === | === Reform caravan === | ||
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep. | You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep. | ||
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== Attacking other settlements == | == 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 === | ||
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: 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, and health. Use this to prioritize your targets.</p><p> | : 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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== Version history == | == Version history == | ||
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site. | * [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site. | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] |