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== Creation ==
 
== Creation ==
{| class="wikitable" style="text-align:center;"
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| [[File:Form Caravan.png|Form caravan|64px]]
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[[File:Form caravan icon.png|right]]
| [[File:Abandon Home.png|Abandon settlement|64px]]
 
|-
 
| Form caravan
 
| Abandon settlement
 
|}
 
  
 
In the World map, select the colony icon and click <tt>'Form caravan'</tt>.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.
 
In the World map, select the colony icon and click <tt>'Form caravan'</tt>.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.
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=== People and Animals ===
 
=== People and Animals ===
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.
+
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.
  
There are three different ways that caravans are formed:
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There are three different arrangements when forming caravans:
 +
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.
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* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.
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* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.
  
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.
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Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.
 
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.
 
  
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.
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The caravan will take the name of the best negotiator in the caravan.
  
The caravan will take the name of the best negotiator in the caravan (highest social skill.)
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Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.
 
 
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan's, regardless of whether their overseer is in the caravan.
 
  
 
[[File:Caravan party.png|300px]]
 
[[File:Caravan party.png|300px]]
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Caravan carrying capacity:
 
Caravan carrying capacity:
{| {{STDT|c_08 sortable align-center}}
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* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg
! Name !! [[Property:Type|Type]] !! [[Property:Pack Capacity|Pack capacity]] (kg)
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* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]
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* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg
| ?Type
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* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg
| ?Pack Capacity
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* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg
| sort = From DLC, Type, Name
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* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg
| format = template
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* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg
| template = Ask Table Formatter
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* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg
| link = none
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* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg
}}
 
|}
 
  
Baby or juvenile animals have a reduced carrying capacity according to their body size.
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Baby or juvenile animals have a reduced carrying capacity.
  
 
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.
 
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.
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The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.
 
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.
  
Modifier keys can be used to change the [>] and [<] arrows from +/−1 to:
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Modifier keys can be used to change the [>] arrow from +1 to adding more as follows:<br/>
 
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{{Key|CTRL}}: +10 <br/>{{Key|SHIFT}}: +100 <br/>{{Key|CTRL}}+{{Key|SHIFT}}: +1000. <br/>These keys work similarly for the [<] arrow to subtract.
* {{Key|CTRL}}: +/−10
 
* {{Key|SHIFT}}: +/−100
 
* {{Key|CTRL}}+{{Key|SHIFT}}: +/−1000
 
  
 
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.
 
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.
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==== Food ====
 
==== Food ====
  
Caravan members will feed as needed while traveling or resting, so long as there's food in the caravan inventory ''and'' they are [[Menus#Food_restriction|assigned]] to eat a type of food being carried. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's ''primary'' food source, however, as it may result in food poisoning (2% chance/meal) like all raw food consumption.
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Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.
 
 
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra appropriate food must be brought for them or they will starve.
 
 
 
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan.  
 
  
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.
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It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.
  
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).
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Food spoils without refrigeration so careful selection is needed:
* [[Berries]] can last through mid-length journeys (up to 14 days), although they are less weight-efficient and add the chance (2%/meal) of food poisoning.
 
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).
 
* [[Packaged survival meal]]s are also excellent for long journeys (never expire).
 
  
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* [[Simple meal]]s will suffice for short journeys (<2.4 days).
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* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (<7 days).
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* [[Pemmican]] will be needed for long-distance travel (up to 75 days).
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* [[Packaged survival meal]]s will be necessary for extremely long journeys (>75 days).
  
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.
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Supplies that expire soonest will be consumed first.
  
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.
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While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.
 
  
 
=== Formation process ===
 
=== Formation process ===
{| class="wikitable" style="text-align:center;"
 
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]
 
| [[File:Add To Caravan.png|Add to caravan|64px]]
 
| [[File:Remove From Caravan.png|Remove from caravan|64px]]
 
|-
 
| Badge for pawns<br/>forming caravan
 
| Add to caravan
 
| Remove from caravan
 
|}
 
  
 
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.
 
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.
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=== Caravan route & pathing ===
 
=== Caravan route & pathing ===
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account.
 
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.
 
  
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The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.
 +
 +
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''
 
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''
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=== Tricks ===
 
=== Tricks ===
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of "Forming Caravan". To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking "Add to Caravan"). You can remove them prior to exiting the map in the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.
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* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of "Forming Caravan".   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking "Add to Caravan"). You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click "Split Caravan", sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.
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:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click "Split Caravan", sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the "lift" ability of the remaining pawns is enough to carry all the intended items.
  
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.
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* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.
  
 
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.
 
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.
 
* Faster unloading caravan with lots of carriage: before entering home cell while returning home, choose another route that take through settlement cell. When caravan moving over center of base on world map split it off all creatures except one pawn. That one pawn will become immovable due overload but You will be able to click on settlement and choose option to enter. Then draft him to stockpile and unload all items with arrow pointing down button from inventory screen. If returning caravan have only one pawn You can make another one to meet him near to be able to split.
 
  
 
== Traveling ==
 
== Traveling ==
{| class="wikitable" style="text-align:center;"
 
| [[File:Settle.png|Settle|64px]]
 
| [[File:Split Caravan.png|Split|64px]]
 
| [[File:Merge Caravans.png|Merge|64px]]
 
| [[File:Pause Caravan.png|Pause|64px]]
 
| [[File:Trade.png|Trade|64px]]
 
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]
 
| [[File:Offer Gifts.png|Offer gifts|64px]]
 
| [[File:Attack Settlement.png|Attack|64px]]
 
|-
 
| Settle
 
| Split
 
| Merge
 
| Pause
 
| Trade
 
| Fulfill trade request
 
| Offer gifts
 
| Attack
 
|}
 
 
Once your caravan enters the world map, you can give it orders.
 
Once your caravan enters the world map, you can give it orders.
  
 
A caravan can:
 
A caravan can:
* '''Move''' - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).
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* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).
* '''Settle''' - Click Settle to create a new colony.
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* Settle - Click Settle to create a new colony.
 
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options.  
 
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options.  
 
** Settling directly adjacent to your own colony or any other settlement is not allowed.
 
** Settling directly adjacent to your own colony or any other settlement is not allowed.
 
* Enter back into the colony - Right-click the colony.
 
* Enter back into the colony - Right-click the colony.
* '''Split''' - Click the Split button. Each caravan must consist of at least one colonist.
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* Split - Click the Split button. Each caravan must consist of at least one colonist.
* '''Merge''' - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.
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* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.
* '''Trade''' - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window.  
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* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window.  
* '''Attack''' - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.
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* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.
* '''Offer gifts''' - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.
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* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.
  
 
[[File:Caravan optimal route.png|300px]]
 
[[File:Caravan optimal route.png|300px]]
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Several items are displayed in the status box.
 
Several items are displayed in the status box.
  
# Movement status:
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#Movement status:
 
#* Traveling - moving to destination.
 
#* Traveling - moving to destination.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Waiting - no destination selected.
 
#* Waiting - no destination selected.
 
#* Stopped - stopped moving with reason given.
 
#* Stopped - stopped moving with reason given.
# Estimated time to destination - time to destination based on the current tile movement time.
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#Estimated time to destination - time to destination based on the current tile movement time.
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.
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#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.
# Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
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#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
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#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.
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#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.
 
 
A caravan may stop for various reasons, such as:
 
  
* Between hours 2200 and 0600 while the members sleep and rest.
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A caravan may stop for various reasons, such as when;
** They will still rest even if all members are fully rested.
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*Between hours 22 and 6 while the members sleep and rest.
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.
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**They still continue to rest even if all members are fully rested.
* When all colonists are downed or having a minor/major mental break.
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**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.
* When any member is having an extreme mental break.
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*All colonists are downed or having a minor/major mental break.
** Nobody will be harmed even if the colonist is going berserk.
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*Any member is having an extreme mental break.
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
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**Nobody will be harmed even if the colonist is going berserk.
* If the player manually pauses the caravan.
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**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.
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*The player manually pauses the caravan.
 +
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.
  
 
=== Sustenance ===
 
=== Sustenance ===
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If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.
 
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.
 +
==== Foraging ====
 +
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
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From Beta 19 onwards, every colonist in a caravan can forage for food.
  
==== Foraging ====
 
{{Rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
 
Every colonist in a caravan can forage for raw food.
 
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
  
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.
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Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.
  
Having a tribal start grants a 170% multiplier to foraging, as shown by a "Faction Type: 170%" line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forage more than they eat while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.
+
In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a "Faction Type: 170%" line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.
  
 
==== Energy ====
 
==== Energy ====
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Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.
 
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.
  
=== Caravan Schedule ===
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=== Movement speed ===
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: Never sleep gene allows 24/7 caravaning - Confirm whether [[circadian half-cycler]] does the same. Mechs in caravan are considered to be non-sleeping pawns, therefore it combines well with [[Genes#Never sleep|Never sleep gene]], but, since that is the case, need to test it with animals.}}
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{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.
+
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.
 
 
The sole known exception to this mandatory rest period is when all human{{Check Tag|Mechs? Animals?| Will Animals or mechs cause the caravan to require a rest period?}} caravan members have the [[Never sleep]] gene.{{BiotechIcon}} If this is the case, the caravan will continue travelling 24 hours a day.
 
  
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}
 
 
=== Caravan Movement Speed ===
 
 
Caravan movement speed follows the following equation:
 
Caravan movement speed follows the following equation:
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
|}
 
|}
 
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans.
 
  
 
==== Mounts ====
 
==== Mounts ====
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You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
 
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
  
{| {{STDT|c_08 sortable align-center}}
 
! Name !! [[Property:Riding Speed|Riding Speed]]
 
 
{{#ask: [[Riding Speed::+]]  
 
{{#ask: [[Riding Speed::+]]  
| ?Riding Speed
+
| ?Riding Speed
| sort = Name
 
| format = template
 
| template = Ask Table Formatter
 
| link = none
 
 
}}
 
}}
|}
 
  
 
==== Carried mass ratio ====
 
==== Carried mass ratio ====
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.
+
Caravan speed also receives a multiplier based on the ratio of Mass Carried / Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.
  
 
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.
 
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.
  
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.
+
Caravan speed can be increased by adding more pack animals and thus increasing caravan Mass Capacity. Speed will asymptotically approach the 200% multiplier, thus number of pack animals used has diminishing returns.
  
 
==== Terrain ====
 
==== Terrain ====
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When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.
 
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.
  
Note that if you only place the waypoint at the destination(s), "caravan route time" only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.
+
{{clear}}
  
{{Clear}}
+
=== Returning home ===
  
=== Returning home ===
 
 
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
 
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
  
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== Events ==
 
== Events ==
 +
 
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
 
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
  
 
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.
 
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.
  
==== Visibility ====
+
=== Visibility ===
 
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}
 
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}
 
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.
 
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.
  
 
=== Ambush ===
 
=== Ambush ===
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.
+
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.
  
 
<gallery mode="packed-hover">
 
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# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).
 
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).
 
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.
 
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.
If a hostile pawn that was downed gets up, carvan will be unable to leave map tile but the pawn won't be hostile.
 
  
 
==== Manhunter Ambush ====
 
==== Manhunter Ambush ====
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.
+
 
 +
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.
  
 
=== Demand ===
 
=== Demand ===
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.
+
 
 +
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.
 +
 
 +
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.
 +
 
 +
It's nearly always a better choice to fight back as pirates usually come in poor numbers.
  
 
=== Encounter ===
 
=== Encounter ===
 
Another friendly caravan crosses paths with you, opening an opportunity to trade.  
 
Another friendly caravan crosses paths with you, opening an opportunity to trade.  
  
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.
+
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.
  
 
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.
 
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.
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=== Reform caravan ===
 
=== Reform caravan ===
 
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
 
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
 
=== Caravan lost ===
 
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.
 
 
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.
 
  
 
== Attacking other settlements ==
 
== Attacking other settlements ==
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You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
 
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
  
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.
+
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.
  
 
=== Walkthrough ===
 
=== Walkthrough ===
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: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 +
  
 
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: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 +
  
 
<gallery mode="packed-hover">
 
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: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 +
  
 
<gallery mode="packed-hover">
 
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== Version history ==
 
== Version history ==
 
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.
 
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause "relic lost" thought on map exit.
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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