Life is Feudal Wiki
m (Category fix.)
Tag: Visual edit
(27 intermediate revisions by 10 users not shown)
Line 1: Line 1:
 
<center>[[File:Outposts titel.jpg|1000px]]</center>
 
<center>[[File:Outposts titel.jpg|1000px]]</center>
   
  +
Outposts are buildings that can be built by [[guild]]s with a [[monument]] on unclaimed fiefs to claim additional [[fief]]s. There can can only be one outpost or [[monument]] on each [[fief]].
== Outpost types ==
 
   
  +
The amount of buildable outposts depends on your monument tier and a guild needs to hold a certain amount of fiefs to be able to upgrade their monument.
{| class="wikitable"
 
! Outpost
 
! Production
 
! World
 
|-
 
| [[Mine shaft]]
 
| Mine Shaft will provide the guild with regional [[Copper ore]], regional [[Iron ore]] and regional [[Charcoal]].
 
| Any
 
|-
 
| [[Herbalist's hut]]
 
| Hut will provide the guild with selected [[Herb]]s.
 
| Any
 
|-
 
| [[Lumber mill]]
 
| Lumber Mill will provide the guild with regional [[Softwood board|softwood]] and [[Hardwood board]]s.
 
| Any
 
|-
 
| [[Quarry]]
 
| Quarry will provide the guild with [[Clay]] and [[Sand]].
 
| Any
 
|-
 
| [[Forager's hut]]
 
| [[Plant fiber|Fibers]], [[Edible berries|berries]], [[Mushroom]]s gathering
 
| Any
 
|-
 
| [[Mill]]
 
| Mill will provide the guild with [[Crop]]s.
 
| Any
 
|-
 
| [[Knackery]]
 
| Knackery will provide the guild with regional [[Thick leather]], regional [[Thin leather]] and regional [[:Category:Meat|Meat]].
 
| Any
 
|-
 
| [[Geognosy pit]]
 
| Geognosy Pit will provide the guild with [[Baromsag]].
 
| Red worlds only
 
|-
 
| [[Slave camp]]
 
| Slave Camp will provide the guild with the [[Slave]]s.
 
| Red worlds only
 
|}
 
   
== Outpost Construction ==
+
== Outpost construction ==
  +
[[File:Geognosy pit_ingame1.png|thumb|right|Working slaves]]
   
  +
An outpost can be built on any unclaimed fief that is bordering your already claimed fiefs. You can always claim all fiefs that are directly bordering your monument fief plus additional fiefs in a second row, as long as those fiefs are bordering already claimed fiefs. The only exception is the [[Military outpost|Military Outpost]] which can be built anywhere.
=== How to construct ===
 
   
  +
Outposts that are build in a second row and military outposts count into the limit of buildable outposts per monument tier.
'''1.''' Guild player can build and manage an outpost, then the [[guild]] becomes the owner of the outpost.
 
:'''Note:''' If a guild that owns an outpost falls apart then outpost lost its owner.
 
   
  +
* <small>''Note: You can build 1 outpost in the second row with a tier 1 monument, 3 outposts in the second row with a tier 2 monument, 6 outposts in the second row with a tier 3 monument and unlimited outposts with a tier 4 monument.''</small>
'''2.''' Simply construct it with the ‘Build outpost’ ability on the unclaimed land within 200 tiles from any other outposts or guild [[monuments]].
 
  +
* <small>''Note: You can build 1 [[Military outpost|Military Outpost]] per monument tier.''</small>
   
  +
To build the outpost, use <code>Build - Outpost</code> on any tile of an unclaimed fief, the location on that fief doesn't matter, it will always claim the whole [[fief]].
'''3.''' In an outpost window, choose the outpost type. In the situation where a chosen type of the outpost is able to produce different types of resources, you can choose what resource it produces in a drop-down list in the bottom right corner.
 
:'''Note:''' you can change the type of resource from the list of resources for the current outpost type at any time.
 
   
  +
The quality of that outpost depends on the used materials, the quality and type of the used [[:Category:Hammers|hammer]] and your effective [[Authority]] skill level.
'''4.''' Place [[slave]]s into slave slots in the inventory on the right side of the window
 
   
  +
== Outpost upgrades ==
'''5.''' You can see info about slaves on the left side of the window. There are: icon, durability and time that is left for every slave.
 
  +
Each outpost can be upgraded from tier 1 to tier 3. It will raise the production rate of most outposts, the upkeep costs and makes it harder to downgrade and capture it.
   
  +
* ''<small>Note: There is a cooldown of 72 hours between upgrading an outpost again. The cooldown also starts after the downgrade on an outpost.</small>''
'''6.''' After you have constructed an outpost, one NPC Overseer would appear and start resourcse production.
 
  +
* ''<small>Note: Each upgrade works like building the outpost from scratch. The quality depends only on the used materials, the quality and type of the used [[:Category:Hammers|hammer]] and your effective [[Authority]] skill level.</small>''
   
 
== Outpost upkeep ==
'''7.''' You can see how much resources the outpost has produced in an outpost inventory window on the right side of outpost window.
 
  +
The outpost's upkeep always have to be paid with [[Coin|coins]] (including [[God's coins|God's Coins]]) and their upkeep depends on the tier of the outpost and the size of the claimed fief.
   
  +
You can use <code>Remote Outpost Support</code> at a monument to remotely pay the upkeep of the outposts of that guild, using [[God's coins|God's Coins]] and bypassing the maximum of support points.
'''8.''' In the bottom, there is a production rate of the outpost.
 
   
  +
If the outpost has no more support points on stock, it will lose durability and start to burn once it has fallen below 50% durability. It will not produce anything while it is burning. It will downgrade itself to the next lower tier and collapse in the end if the upkeep doesn't get paid.
'''9.''' Every outpost has a small realm claim around it, which becomes vulnerable during JH. This claim can be used to build small fortifications, or somewhere to store/refine items.
 
  +
It will slowly repair itself if there are support points on stock.
   
  +
* Tier 1: 4 support points per tile, stock is capped at 9 000 000 support points
:'''Note:'''
 
  +
* Tier 2: 12 support points per tile, stock is capped at 27 000 000 support points
:* Outposts have limited storage for collected resources. You will not be able to produce any more resources if there is no free space left in the container.
 
  +
* Tier 3: 32 support points per tile, stock is capped at 90 000 000 support points
:* Only guild member owning the outpost can interact with it outside of JH. (Except “Reclaim” ability)
 
   
  +
1 copper coin = 100 support points
== Slaves in the outpost ==
 
   
  +
Also note that this amount can be doubled with [[taxes]].
1. You can add up to four [[slave]]s and improve the performance of any outpost type (except [[Slave camp]]).
 
   
  +
== Outpost production and slaves ==
2. Slaves can live in an outpost for up to 10 game days. After that, they die and disappear from the outpost. You are able to keep slaves in your inventory where they won’t disappear.
 
  +
[[File:Overseer.png|thumb|right|[[Overseer]]]]Most of the outposts produce items. The quality of the products is the same as the outpost itself and the amount of produced items depends on the tier and the quality of the outpost.
   
3. Every slave has its own durability. With each production cycle, slaves in an outpost lose 5 durability. If the durability of the slave is below zero, they will die and will be removed from the outpost (the bonus from them is still taken into account for the past cycle).
+
You can add up to 4 [[Slave|slaves]] to an outpost. Each slave has a lifespan of 10 ingame days and raises the production rate of that outpost by up to 100%, depending on the quality.
   
4. Slaves actually work in the outpost and can be killed by an owner or raiding players. They drop no loot upon their death, but the outpost will lose the bonus from this slave until they respawn the next in-game day.
+
[[Slave|Slaves]] appear as working NPCs around the outpost building and can get killed. A dead slave disappears for the current ingame day and will respawn with the next ingame day. He will also not raise the production rate for the ongoing ingame day.
   
  +
== Special outposts ==
5. Each type of resource has its own basic rate of accumulation and the final rate depends on the number of slaves/NPCs alive in the outpost.
 
  +
=== Trading posts ===
  +
[[Trading post]]s are a special type of outpost. They don't produce anything and you can't add slaves to it.
   
  +
Each trading post has an own inventory for each account and you can use it to buy items from other players, offer your own items to other players and sell them to the crown to generate [[Coin|coins]].
=== Outpost productivity ===
 
   
  +
For more information, see the [[Market]] page.
* 100% if there is no [[slave]]s, just default one NPC
 
* 50% if NPC is dead
 
* + x% for slave with durability x (x=1 it is 51% and for x = 100 it is 100%)
 
* + 50% for the dead slave
 
   
  +
=== Military outposts ===
So, an outpost fully packed with 100Q slaves will have up to 5x production rate. An outpost without slaves and an overseer that was killed during a raid generates only 50% of its resources.
 
  +
[[Military outpost]]s are also a special type of outpost. It is the only type of outpost that doesn't require a connection to your claimed lands. It can be built on any unclaimed [[fief]].
 
== How to reclaim ==
 
'''20 sec ability to initiate the reclaim of the outpost during JH only for guild characters'''<br />
 
Claiming goes for 10 minutes, highly visible state (burning, smoking)
 
All members of the guild that owns the outpost, receive a message that claiming has started with the name of the outpost that is being captured.
 
   
  +
The main purpose is to lay [[Siege]] to another [[guild]]'s claim.
'''20 sec ability to stop the reclaim of the outpost'''<br />
 
  +
Guild (or individual) who controls the outpost can use the ability to take away produced resources and use them however he wants to.
 
  +
You can add up to four [[slave]]s to them, they will appear as armoured archers and will shoot at any player in a certain range who has no <code>enter permission</code> on that [[fief]].
  +
  +
Slaves also have a lifespan of 10 days but they respawn each 20 minutes after being killed.
  +
  +
You can use the military outpost as a [[rally point]] during the [[Judgment hour|Judgement hour]] of that guild.
  +
  +
== List ==
 
{| class="wikitable"
  +
|+Outpost types
  +
!Icon
  +
!Size
 
!Outpost
 
!Production
  +
<small>The produced amount depends on the quality, shown is the maximum at quality 100</small><br>
  +
<small>It can be increased up to x5 by adding slaves.</small>
 
|-
  +
|[[File:Mine_Shaft.png|35px|center]]
  +
|12x13 tiles
 
|[[Mine shaft]]
  +
|<small>Tier 1: 12 regional [[Copper ore|Copper Ore]], 12 regional [[Iron ore|Iron Ore]], 30 [[Charcoal]]</small>
 
<small>Tier 2: 24 regional [[Copper ore|Copper Ore]], 24 regional [[Iron ore|Iron Ore]], 60 [[Charcoal]]</small>
  +
  +
<small>Tier 3: 36 regional [[Copper ore|Copper Ore]], 36 regional [[Iron ore|Iron Ore]], 100 [[Charcoal]]</small>
 
|-
  +
|[[File:Herbalist_Hut.png|35px|center]]
  +
|13x13 tiles
 
|[[Herbalist's hut]]
  +
|<small>Tier 1: 24 [[:Category:Alchemy herbs|herbs]] of the chosen type</small>
  +
<small>Tier 2: 48 [[:Category:Alchemy herbs|herbs]] of the chosen type</small>
  +
  +
<small>Tier 3: 76 [[:Category:Alchemy herbs|herbs]] of the chosen type</small>
 
|-
  +
|[[File:Timber_Mill.png|35px|center]]
  +
|13x13 tiles
 
|[[Lumber mill]]
  +
|<small>Tier 1: 3 regional [[Softwood board|Softwood Boards]], 3 regional [[Hardwood board|Hardwood Boards]]</small>
  +
<small>Tier 2: 6 regional [[Softwood board|Softwood Boards]], 6 regional [[Hardwood board|Hardwood Boards]]</small>
  +
  +
<small>Tier 3: 12 regional [[Softwood board|Softwood Boards]], 12 regional [[Hardwood board|Hardwood Boards]]</small>
 
|-
  +
|[[File:Quarry.png|35px|center]]
  +
|12x13 tiles
 
|[[Quarry]]
  +
|<small>Tier 1: 70 [[Clay]], 70 [[Sand]], 28 [[Shaped rock]], 14 [[Shaped granite]]</small>
  +
<small>Tier 2: 140 [[Clay]], 140 [[Sand]], 56 [[Shaped rock]], 28 [[Shaped granite]]</small>
  +
  +
<small>Tier 3: 210 [[Clay]], 210 [[Sand]], 84 [[Shaped rock]], 42 [[Shaped granite]]</small>
 
|-
  +
|[[File:Gatherers_Hut.png|35px|center]]
  +
|13x13 tiles
 
|[[Forager's hut]]
  +
|<small>Tier 1: 40 [[Plant fiber|Plant Fibers]], 18 [[Mushroom|Mushrooms]], 20 [[Edible berries|Edible Berries]]</small>
  +
<small>Tier 2: 80 [[Plant fiber|Plant Fibers]], 36 [[Mushroom|Mushrooms]], 40 [[Edible berries|Edible Berries]]</small>
  +
  +
<small>Tier 3: 120 [[Plant fiber|Plant Fibers]], 60 [[Mushroom|Mushrooms]], 80 [[Edible berries|Edible Berries]]</small>
 
|-
  +
|[[File:Mill.png|35px|center]]
  +
|13x13 tiles
 
|[[Mill]]
  +
|<small>Tier 1: 20 [[:Category:Mill output|Crops]] of the chosen type</small>
  +
  +
<small>Tier 2: 40 [[:Category:Mill output|Crops]] of the chosen type</small>
  +
  +
<small>Tier 3: 80 [[:Category:Mill output|Crops]] of the chosen type</small>
 
|-
  +
|[[File:Knackery.png|35px|center]]
  +
|13x13 tiles
 
|[[Knackery]]
 
|<small>Tier 1: 3 regional [[Thick leather|Thick Leather]], 3 regional [[Thin leather|Thin Leather]], 18 regional [[Game meat|Game Meat]]</small>
  +
<small>Tier 2: 6 regional [[Thick leather|Thick Leather]], 6 regional [[Thin leather|Thin Leather]], 36 regional [[Game meat|Game Meat]]</small>
  +
  +
<small>Tier 3: 12 regional [[Thick leather|Thick Leather]], 12 regional [[Thin leather|Thin Leather]], 72 regional [[Game meat|Game Meat]]</small>
 
|-
  +
|[[File:Geognosy_Pit.png|35px|center]]
  +
|12x13 tiles
 
|[[Geognosy pit]]
  +
|<small>Tier 1: 4 [[Baromsag]]</small>
  +
  +
<small>Tier 2: 8 [[Baromsag]]</small>
  +
  +
<small>Tier 3: 16 [[Baromsag]]</small>
 
|-
  +
|[[File:Slavers_Camp.png|35px|center|frameless]]
  +
|13x13 tiles
 
|[[Slave camp]]
  +
|<small>Tier 1: 1 [[Slave]]</small>
  +
  +
<small>Tier 2: 1 [[Slave]]</small>
  +
  +
<small>Tier 3: 2 [[Slave|Slaves]]</small>
  +
|-
  +
|[[File:Trading post.png|center|35x35px]]
  +
|12x13 tiles
  +
|[[Trading post]]
  +
|<small>Access to the [[market]] to buy and sell items to the crown or other players</small>
  +
|-
  +
|[[File:Military outpost.png|center|35x35px]]
  +
|11x11 tiles
  +
|[[Military outpost]]
  +
|<small>The only remotely buildable outpost</small>
  +
  +
<small>[[Slave]]s are acting as guards</small>
  +
  +
<small>20 [[rally point]]s</small>
 
|}
   
  +
== Life is Feudal: Your Own differences ==
= Reference =
 
  +
[[Trading post]] but it is treated like a normal building.
* [https://lifeisfeudal.com/Guide-to-the-First-Major-Update#New_Outposts https://lifeisfeudal.com/Guide-to-the-First-Major-Update#New_Outposts]
 
   
[[Category:Outposts|Outposts]]
+
[[Category:Outposts| ]]
   
 
[[de:Außenposten]]
 
[[de:Außenposten]]
  +
[[ru:Аванпосты]]

Revision as of 06:16, 27 March 2021

Outposts titel

Outposts are buildings that can be built by guilds with a monument on unclaimed fiefs to claim additional fiefs. There can can only be one outpost or monument on each fief.

The amount of buildable outposts depends on your monument tier and a guild needs to hold a certain amount of fiefs to be able to upgrade their monument.

Outpost construction

Geognosy pit ingame1

Working slaves

An outpost can be built on any unclaimed fief that is bordering your already claimed fiefs. You can always claim all fiefs that are directly bordering your monument fief plus additional fiefs in a second row, as long as those fiefs are bordering already claimed fiefs. The only exception is the Military Outpost which can be built anywhere.

Outposts that are build in a second row and military outposts count into the limit of buildable outposts per monument tier.

  • Note: You can build 1 outpost in the second row with a tier 1 monument, 3 outposts in the second row with a tier 2 monument, 6 outposts in the second row with a tier 3 monument and unlimited outposts with a tier 4 monument.
  • Note: You can build 1 Military Outpost per monument tier.

To build the outpost, use Build - Outpost on any tile of an unclaimed fief, the location on that fief doesn't matter, it will always claim the whole fief.

The quality of that outpost depends on the used materials, the quality and type of the used hammer and your effective Authority skill level.

Outpost upgrades

Each outpost can be upgraded from tier 1 to tier 3. It will raise the production rate of most outposts, the upkeep costs and makes it harder to downgrade and capture it.

  • Note: There is a cooldown of 72 hours between upgrading an outpost again. The cooldown also starts after the downgrade on an outpost.
  • Note: Each upgrade works like building the outpost from scratch. The quality depends only on the used materials, the quality and type of the used hammer and your effective Authority skill level.

Outpost upkeep

The outpost's upkeep always have to be paid with coins (including God's Coins) and their upkeep depends on the tier of the outpost and the size of the claimed fief.

You can use Remote Outpost Support at a monument to remotely pay the upkeep of the outposts of that guild, using God's Coins and bypassing the maximum of support points.

If the outpost has no more support points on stock, it will lose durability and start to burn once it has fallen below 50% durability. It will not produce anything while it is burning. It will downgrade itself to the next lower tier and collapse in the end if the upkeep doesn't get paid. It will slowly repair itself if there are support points on stock.

  • Tier 1: 4 support points per tile, stock is capped at 9 000 000 support points
  • Tier 2: 12 support points per tile, stock is capped at 27 000 000 support points
  • Tier 3: 32 support points per tile, stock is capped at 90 000 000 support points

1 copper coin = 100 support points

Also note that this amount can be doubled with taxes.

Outpost production and slaves

Overseer

Overseer

Most of the outposts produce items. The quality of the products is the same as the outpost itself and the amount of produced items depends on the tier and the quality of the outpost.

You can add up to 4 slaves to an outpost. Each slave has a lifespan of 10 ingame days and raises the production rate of that outpost by up to 100%, depending on the quality.

Slaves appear as working NPCs around the outpost building and can get killed. A dead slave disappears for the current ingame day and will respawn with the next ingame day. He will also not raise the production rate for the ongoing ingame day.

Special outposts

Trading posts

Trading posts are a special type of outpost. They don't produce anything and you can't add slaves to it.

Each trading post has an own inventory for each account and you can use it to buy items from other players, offer your own items to other players and sell them to the crown to generate coins.

For more information, see the Market page.

Military outposts

Military outposts are also a special type of outpost. It is the only type of outpost that doesn't require a connection to your claimed lands. It can be built on any unclaimed fief.

The main purpose is to lay Siege to another guild's claim.

You can add up to four slaves to them, they will appear as armoured archers and will shoot at any player in a certain range who has no enter permission on that fief.

Slaves also have a lifespan of 10 days but they respawn each 20 minutes after being killed.

You can use the military outpost as a rally point during the Judgement hour of that guild.

List

Outpost types
Icon Size Outpost Production

The produced amount depends on the quality, shown is the maximum at quality 100
It can be increased up to x5 by adding slaves.

Mine Shaft
12x13 tiles Mine shaft Tier 1: 12 regional Copper Ore, 12 regional Iron Ore, 30 Charcoal

Tier 2: 24 regional Copper Ore, 24 regional Iron Ore, 60 Charcoal

Tier 3: 36 regional Copper Ore, 36 regional Iron Ore, 100 Charcoal

Herbalist Hut
13x13 tiles Herbalist's hut Tier 1: 24 herbs of the chosen type

Tier 2: 48 herbs of the chosen type

Tier 3: 76 herbs of the chosen type

Timber Mill
13x13 tiles Lumber mill Tier 1: 3 regional Softwood Boards, 3 regional Hardwood Boards

Tier 2: 6 regional Softwood Boards, 6 regional Hardwood Boards

Tier 3: 12 regional Softwood Boards, 12 regional Hardwood Boards

Quarry
12x13 tiles Quarry Tier 1: 70 Clay, 70 Sand, 28 Shaped rock, 14 Shaped granite

Tier 2: 140 Clay, 140 Sand, 56 Shaped rock, 28 Shaped granite

Tier 3: 210 Clay, 210 Sand, 84 Shaped rock, 42 Shaped granite

Gatherers Hut
13x13 tiles Forager's hut Tier 1: 40 Plant Fibers, 18 Mushrooms, 20 Edible Berries

Tier 2: 80 Plant Fibers, 36 Mushrooms, 40 Edible Berries

Tier 3: 120 Plant Fibers, 60 Mushrooms, 80 Edible Berries

Mill
13x13 tiles Mill Tier 1: 20 Crops of the chosen type

Tier 2: 40 Crops of the chosen type

Tier 3: 80 Crops of the chosen type

Knackery
13x13 tiles Knackery Tier 1: 3 regional Thick Leather, 3 regional Thin Leather, 18 regional Game Meat

Tier 2: 6 regional Thick Leather, 6 regional Thin Leather, 36 regional Game Meat

Tier 3: 12 regional Thick Leather, 12 regional Thin Leather, 72 regional Game Meat

Geognosy Pit
12x13 tiles Geognosy pit Tier 1: 4 Baromsag

Tier 2: 8 Baromsag

Tier 3: 16 Baromsag

Slavers Camp
13x13 tiles Slave camp Tier 1: 1 Slave

Tier 2: 1 Slave

Tier 3: 2 Slaves

Trading post
12x13 tiles Trading post Access to the market to buy and sell items to the crown or other players
Military outpost
11x11 tiles Military outpost The only remotely buildable outpost

Slaves are acting as guards

20 rally points

Life is Feudal: Your Own differences

Trading post but it is treated like a normal building.