Worksites Expanded


Worksites Expanded generates outpost sites on the world map that the player can attack, loot, negotiate with (peacefully or forcefully), or occupy after a successful raid using the ‘settle’ option on the world map.

Each outpost belongs to either a temporary, unique faction or an existing world faction, and is populated with armed guards, workers, loot, and fortifications appropriate to its industry type. There are several outpost types, each with their own new and unique building layouts, loot tables, non-combatant workers and guards. Outposts appear randomly to players, and the player can build a scanning device, the ‘pulse emitter’, to find more outposts on demand.

Worksites do not scale with the player and can be very difficult for the unprepared or unequipped.

Vanilla Furniture Expanded - Props and Decor is highly recommended.

Outposts


Homestead

Homesteads are small colonies where families or small groups of acquaintances struggle to survive, making them easy targets for fledgling raider groups. They are issued in limited amounts at low colony wealth.

Mining Outpost

Workers haul ore while armed guards patrol the perimeter. Mining outposts contain stockpiles of raw minerals.

The loot primarily consists of a staple (an abundant material within the stockpile) ore weighted by rarity: stone and steel are most common. Other metals can also appear as staple materials but at lower frequencies based on rarity. The remaining loot is composed of other useful materials and scavenged goods.

Farming Outpost

Fertile land is seized for agriculture. Farming outposts contain crops, plant material, and food.

The loot primarily consists of a food stockpile related to what crops were planted on the map (e.g. if corn and rice is grown in the fields, the shelves will contain corn and rice.) The remaining loot is composed of natural items and food.

Gunsmithing Outpost

Weapons and ammunition are manufactured in makeshift factories. Gunsmithing Outposts store a wide range of arms.

Their staple firearms can be anywhere from mass-produced sidearms to rare and expensive combat equipment. Gunsmithing Outpost can specialise in a single weapon type, or produce a wide variety. The remaining loot is composed of raw materials.

If Combat Extended is installed, weapons are stored alongside their ammunition

Clothesmaking Outpost

Textile mills and dye houses produce garments from cloth and natural fabrics. These outposts generate apparel.

The loot includes finished clothing, textiles, leather, fabrics, and dye. Their garments can be mass produced from cheap cloth, or bespoke and crafted from premium textiles. Clothesmaking Outposts can specialise in a single clothing item, or produce a wide variety.

Component Outpost

Scavengers refurbish ancient electronics and fabricate new ones at salvage yards and workshops. These outposts contain industrial and spacer components, advanced electronics, like furniture and war gear, as well as industrial materials.

Black Market Outpost

Drug labs, contraband, and stolen goods are guarded by armed thugs. Black market outposts are underground dens of smuggling and vice. These outposts contain drugs, alcohol, forbidden technology, weapons, along with illegal and stolen goods.

Mercenary Outpost

Professional military encampments with trained fighters and high quality equipment. Talented fighters can be found at these outposts, their stockpiles are reserved for scavenged and bought military equipment and field supplies, like medicine and survival meal packs.

Vehicle Outpost

Garages and installations where factions maintain their vehicles. These outposts contain spare parts, chemfuel, and at least one working vehicle.

Vehicle outposts require Vanilla Vehicles Expanded and appear less commonly. Pawns can hijack parked enemy vehicles found at outposts by selecting to hotwire the vehicle.

Tier 3 Vehicle Outpost

High-end vehicle depots housing the heaviest machinery. These are similar to standard vehicle outposts but contain higher-tier vehicles and more parts.

Tier 3 Vehicle Outposts require Vanilla Vehicles Expanded – Tier 3 and appear even less commonly.

Orbital Platform

High-end vehicle depots housing the heaviest machinery. These are similar to standard vehicle outposts but contain higher-tier vehicles and more parts.

Orbital Platforms require Vanilla Gravship Expanded – Chapter 1 and appear more commonly when you have a grav engine. Orbital platforms offer unique services.

Outpost Discovery


Periodic Incidents

After day 20, the storyteller will search for outpost quests. Once an outpost is found, the storyteller will not be able to find another for 10-15 days.

Pulse Emitter

With microelectronics research, the pulse emitter is a buildable structure that allows colonists to scan for outposts on the world map. A colonist with any intellectual skill can operate the emitter, but scanning speed will increase relative to the colonist’s research speed. Locating sites is harder at low completeness and easier at high completeness (scan progress).

The pulse emitter is a rickety pirate invention and prone to predictable overheating. When the pulse emitter is overclocked for increased scanning speed, the consequences become unpredictable or dangerous, but a skilled operator can mitigate this risk. Scanning for sites during the 10-15 day cooldown period is more difficult, but not impossible.

Traders

When a trade caravan visits the colony, there is a chance that the trader will mention a nearby outpost. Hearing news of sites during the 10-15 day cooldown period is less likely, but not impossible.

Factions


Each outpost belongs to a faction. Usually, a faction is limited to a single colony, just like you. Less commonly, they belong to an enemy faction, and even less commonly than that, they will be your allies.

Temporary Factions

Temporary factions are procedurally generated with new, unique names, an alignment, and a hostile relationship to the player. Temporary factions are retired when their work site is destroyed, or the work site expires.

Existing Factions

When an existing faction is selected, the outpost belongs to that faction and any combat will have the usual diplomatic consequences.

Outpost AI


Outposts are populated with two types of pawns: guards and workers. Guards patrol the outpost perimeter and respond to threats. They will stand watch and socialise with their confederates. Workers perform labor during working hours and rest at night.

Stealth Kills, Panic and Alert

Stealth kills are a tactical mechanic that allows you to silently eliminate outpost guards and workers. A kill is considered stealthy if it is not witnessed by any outpost defenders. If you attack a worker and they survive, you must quickly kill or down them before they can call for backup. The detection radius at nighttime is reduced. If you openly commit a hostile action towards the outpost, the garrison will rally to attack you immediately. Workers will panic and flee from combat.

Loitering

You can construct mortars, defenses and other structures on the outpost map. If the player’s pawns loiter without engaging in combat for a full day, the guards will eventually become hostile and assault the player. This can be disabled in the mod settings.

Medics

Some outposts have dedicated medics. They will attempt first aid on downed allies.

Parley and Negotiation


Player can send colonists to negotiate with outposts. Parleying is a dialog-based system where colonists can intimidate work sites into giving them what they want. Colonists can demand specific items, silver, or even the workers themselves and more. Parleying successfully with an outpost will form a truce that prevents a colony from attacking the outpost thereof. There are many modifiers that dictate your success score. Work sites are more willing to concede to fearsome pirates than unarmed crashlanders.

Work sites are willing to sell and barter for goods, but are rarely willing to buy using silver. If a player attacks an outpost they peacefully traded with, your worldwide reputation will be decreased.

Settling Outposts


After defeating all enemies at an outpost, the player can settle the site as a new colony. When this happens, everything belonging to the defeated faction is automatically claimed by the player. The workers you upheaved might try and retake their home.

Ideology


In the default mode, Worksites Expanded Only, the player will only see outposts from this mod, see: Outpost Discovery.

In Independence mode, both the Worksites Expanded and Ideology will produce their respective site types independently.