Kenshi
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Farmsteads - Slavers
   
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30 Sep, 2018 @ 1:43pm
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Farmsteads - Slavers

In 1 collection by robin's_egg
Farmsteads Series
3 items
Description
Using the Nest system, this mod spawns in Slave Trader camps all across the United Cities territories! At these fantastic Labor Force Solution Facilities (LFSFs), Unpaid Interns are taught all sorts of fantastic New Life Skills, such as: Farming, Stone Quarrying, and Following Orders! And it counts for College Credit! Wow!

In The Great Desert, the United Cities will now have a few extra cactus farms, provided that Lady Kana is still alive to oversee her business! The United Cities will also have access to more stone quarries in the area, as long as Slave Master Haga is still alive!

In Heng, the United Cities takes advantage of the natural abundance of stone as long as Slave Master Wada is alive. Slave Mistress Ren is also setting up more Cactus Farms in the area!

In the South Wetlands, the Slave Market Master is breaking in new Slaves at Rice Farms all across the region.

In The Hook, Slave Mistress Grace has established Wheat and Cotton Farms!

-A Few Notes-
World States seem to be buggy at best in Experimental. As such, this mod is releasing at its simplest, without world state alternatives. They are in the works, and I'd love to hear your ideas. Leave a comment. That said, you might also find that there are still slaver camps across the UC, even after the slaver bosses controlling their spawn are dead. While a bug, it's 'immersion appropriate', as it's not like no one else would ever step up to try and fill the shoes of the former slave masters.
Collision does not work inherently with any Nest. As such, you can path right through any of the buildings this mod adds through the Nest system. This is a minor bug that can't be solved, but can be fixed with Ctrl+Shift+F11.
22 Comments
Batrach 27 Feb, 2022 @ 3:04pm 
Out of curiosity, did you ever make any progress on scoping out locations for more slave-farms / mines? I've been considering making some myself.
Saint of Grey 9 Apr, 2020 @ 6:10pm 
Update: Got the camp to duplicate to the point where it placed 100 slaves and like... four slavers, along with a slew of 100+ guards. Since it placed the first 20 slaves first, those were considered escaped and immediately attacked. Not sure if this has to do with the mod or the fact I added it to a pre-existing save, but I found it rather humorous.
Saint of Grey 7 Apr, 2020 @ 4:35pm 
I noticed something interesting about this... if you focus the camera to another zone and then focus back, it re-generates a new population. This also causes it to place the all the camp down AGAIN, leading to some serious cage clutter.
Redeye 12 Jun, 2019 @ 4:18pm 
if there is a way you can modify the zones in which NPC hostile enemies spawn. In the east desert cactus farm for example, there were constantly being attacked by bugs then random bandits appearing really close so the guards were almost always attacking and dying. No NPC was taking me to a cage, while most just picked up and ran around with slaves even after they died in their arms. the game is a mess lol
robin's_egg  [author] 11 Jun, 2019 @ 10:17pm 
Yeah, it gets pretty goddamn insane.
Redeye 11 Jun, 2019 @ 7:53pm 
AI in the towns is chaotic but well done overall.
robin's_egg  [author] 26 Mar, 2019 @ 11:52am 
This mod is complete in that I'm not going to update it further.

I do intend on adding some smaller UC/Slaver towns here and there with a different mod though. At some point when I have figured out where those towns should go.
EasilyAmused 24 Mar, 2019 @ 6:25pm 
How is the progress with this mod? It's a great idea!
robin's_egg  [author] 18 Jan, 2019 @ 11:33pm 
It should work, yes. I am not updating it further, however, as I intend to "replace" it with a town mod more akin to Farmsteads: Holy Nation Merged.

That said, it will function and be compatible with the new mod anyways.
CattleGrove 18 Jan, 2019 @ 7:45pm 
Is this working still?