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Outposts titel

Outpost types:

  • Mine Shaft (ore mining)
  • Herbalist's Hut (herbs gathering)
  • Lumber Mill (lumber production)
  • Quarry (clay/sand extraction)
  • Forager's Hut (fibers, berries, mushrooms gathering)
  • Mill (Farm) (farming products)
  • Knackery (leather and meat)
  • Geognosy pit (Baromsag production) - Red worlds only
  • Slave camp - Red worlds only

Outpost Construction:

How to construct:

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. 2. Simply construct it with the ‘Build outpost’ ability on the unclaimed land within 200 tiles from any other outposts or guild monuments. 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. 4. Place slaves into slave slots in the inventory on the right side of the window 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. 6. After you have constructed an outpost, one NPC Overseer would appear and start recourse production. 7. You can see how much resources the outpost has produced in an outpost inventory window on the right side of outpost window. 8. In the bottom, there is a production rate of the outpost. 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.

Note:

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. Only guild member owning the outpost can interact with it outside of JH. (Except “Reclaim” ability)

Slaves in the outpost:

1. You can add up to four slaves and improve the performance of any outpost type (except Slaver Camp). 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. 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). 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. 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.

Outpost productivity:

  • 100% if there is no slaves, 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

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.

How to reclaim:

20 sec ability to initiate the reclaim of the outpost during JH only for guild characters 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.

20 sec ability to stop the reclaim of the outpost Guild (or individual) who controls the outpost can use the ability to take away produced resources and use them however he wants to.

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