Installed a glut of mods for Kenshi yesterday after playing unmodded Kenshi for long enough to generally know it.
After action report / #AAR :
Stilts, a P4 unit (set to maximum height*) paid the Shinobi Thieves joining fee by Beak Thing Egg theft, then lured Sadneil to join him in The Hub where they've a shack, longhouse, repair bed and tech level 3.
Until Sadneil can outrun a starving bandit with a twisted ankle Sadneil will jog.
My faction – The Battery – has grown with the additions of 1 skeleton from the bar in the Outpost near Squin, 2 skeletons recruited from Shark, and 1 more from a trip to Burn's Tower.
Stilts now begins more crafting & research focused roles.
The skeletons will run until they're usefully fast, then specialise.
Sadneil's role is "everything else" – egg theft, trading, exploration, expansion... and kidnap. A first test for the "recruit prisoner" mod is due.
To state what's apparent plainly: The Battery has recruiting nothing but skeletons to date. This frontloads the difficulty of a lone character start (food & medkits are cheap, repair kits aren't nor repair beds).
But the skeletons-only choice makes running #Kenshi as an idle game (for relatively short intervals anyway) straightforward.
So the more skeletons I can recruit (or coerce to join...) and train *before* having even 1 "bleeder" the better.
Building an economy or a training regime with skeletons is easy, but they'll never do everything in Kenshi.
As ninja they're second rate.
And incapable of exploiting Holy Nation faction for resources. They struggle to be "fast enough" and they'll never reach "speeding ticket" fast.
I favour scorchlanders for filling ninja roles.
Hive princes have even better role match for skill-learn-rate bonuses (and speeding tickets), but these skeletons already gave me my fill of narrowed gear options.
Had to roll back a bunch of saves in #Kenshi, the summary of cause:
Carrying a (kidnapped) pack beast/garru corpse (and everything in that corpse's inventory) isn't reliably saved.
Annoying but I learned something useful. I came out ahead.
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Things that happened in the lost save timeline - HN/UC warzone looting and kidnapping leading to a bounty which interrupted a talent search with opportunity for big profits.
#AAR continues: Grinding out to tech level 5 skeletons on (modded) training dummies. First recruit prisoner was a ninja with a 20K bounty... from HN.
I'm scheming to collect that bounty AND use that ninja after serving sentence. But so far it's a string setbacks. First: HN kill skeletons on sight. Because bigots. Need a human face, so I recruited a former Flotsam Ninja: Pia. Have her collect? NOPE.
HN is hyper sexist. Next plan: Chad (actual name) have him collect.
What happens? On the last 50 metre Chad gets approached by some jackass identifying the ninja as something to be sent to Rebirth labour camp.
Now the bounty ninja can escape that. That's not a problem; but it means I don't get the bounty, which is the whole point!
So, Holy Sentinel here talks Chad into a "you're not a heretic, eh?" corner and Chad's screwed. He's not got "outrun zealots" speed.
I load an autosave. Sunk cost of playtime justifies the savescum shame. Need a new plan. Disguises?
New plan:
have the skeletons batter some HN goons, take their gear and dress up Chad, Pia and even the bounty in it.
Chad goes in first and finds the bounty agent. Then Pia runs near, passes bounty to Chad, Chad cashes out before any HS can interject-for-a-moment me out of my payday.
One 20K payout isn't even big money compared to revenue from crafting/trading.
But it's the satisfaction of fooling the Holy Nation's to fund what I use to wreck the Holy Nation.
Overdue update for Kenshi:
Bounty collection successful without disguises; Chad spotter for agent, Pia run in with bounty, hand off, and 20,000 payout in cats.
Elsewhere I captured and recruited a sand ninja who with some leg cybernetics has helped me take out 3 more skeletons - Ponk, Screamer the False and Agnu. Recruiting StF is still a work in progress because of a mini-game.
The wise thing to do at this point is probably to buy up masterwork limbs for the ninja and commit to focused roles for the skeletons (armor smithing, weapons smithing, farming etc).
This would allow me to pay to finish off the high priorities of the tech tree and spare me some of the hassle of searching for high quality gear that isn't always in stock.
I'm undecided. I'm thinking of having a private enclave in HN land stuffed with ABSOLUTE HERESY and paying lip service to prayer day zealots.
Taking a little break from Kenshi. Current status is "nearly Tech 6"; ~140H until a bounty exits prison, Screamer recruited, hydroponics research nearly finished, and more than 100,000 cats in cash.
But no decisive "next goal".
Units are skilled but low tough and poor/no gear and The Hub as a base is reliable but unexciting.
The directionlessness needs an answer and what matters most separating a good answer from others isn't obvious.