Adventurers Guild – Extra Selection Criteria

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Author: DrDCB

Last revision: 10 May at 09:41 UTC

File size: 749.5 KB

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Description:
Overview:

A sub-mod for Adventurers Guild, extending the available recruit options.

The original Adventurers Guild mod is a great concept, bringing recruits directly to your door rather than requiring you to trudge across the map checking every bar for someone that fits what you’re after. But it only offered recruits with no stat advancement. That would be perfectly fine right at the start of the game when your character is also an unskilled nobody, but by the time you have a base you can send Guild recruits to, you’re probably looking for people with a bit more meat on their bones. Additionally, there was no option to tailor what recruits you got beyond the initial race selection.

This sub-mod expands the available options offered by the Guild. If you’ve always wanted to recruit your dream Shek waifu harem or male Greenlander supremacist cult in one easy step, well now you can! You can request individual races (and subraces for Humans), and individual or mixed sexes for Humans and Shek. Hivers and Skeletons work similarly to the original mod in that their subraces have a random allocation, but now those distributions are altered based on the class of recruit you’re getting, influenced by racial XP modifiers. For example, there’s a higher chance of Hive Worker Drones when asking for workers, and a higher chance of Hive Soldier Drones when asking for fighters.

How It Works:

The basic procedure remains the same as the original mod. Seek out the Guild, talk to them, and ask for some recruits to be delivered. You now start by selecting the class of recruit you’re looking for: Basic, Fighter, Gunner, or Worker. The breakdown is as follows:

Basic: These are "level 0" rookies, exactly the same as offered in the original mod. Incurs the same 5,000 cats headhunting fee. Individual recruits charge the same base 5,000 cats each. Basic recruits come as a party of four, same as the original mod.

Fighter: These use the vanilla "15" stats template, which grants 15 in Athletics and 10 in most combat stats. This is the same stat profile used by a number of unique recruits (e.g. Silvershade). Incurs a 7,000 cat headhunting fee. Individual recruits charge a base 8,000 cats each. Fighters come as a party of four, same as the original mod.

Gunner: These use the vanilla "hire gunner" stats template, which grants 40 in Crossbows and Turrets, and 10 Perception. Incurs a 7,000 cat headhunting fee. Individual recruits charge a base 10,000 cats each. Gunners come as a party of four, same as the original mod.

Worker: These use four different vanilla stats templates, the "farmer" which grants 50 in Farming and Labouring (same as used by Green Finger), the "hire cook" which grants 50 Cooking (same as used by Jewel), the "hire engineer" which grants 50 Engineer and 30 Labouring (same as used by Soman), and the "hire medic" which grants 40 Medic and 20 Science (same as used by Izumi). Incurs a 10,000 cat headhunting fee. Individual recruits charge a base 8,000 cats each. Workers come as a party of six comprising one medic, one cook, two farmer/labourers, and two engineers.

N.B.:A special note regarding skeletons. Since you no longer select purely by race, the additional cost of skeletons in the original mod is now handled slightly differently. Once you’ve chosen your class of recruit and paid the base headhunting fee, if you ask for skeletons you will then have to pay an additional 15,000 cat surcharge (22,000 for the worker category). This is based on the original mod charging a 5,000 vs 20,000 cat headhunting fee, i.e. a 15K markup. Workers cost more because you get six potential recruits instead of the usual four. If you don’t want to pay the extra fee (or can’t afford it), you’ll be asked to choose one of the other three race options. In the same manner as the original mod, individual skeleton recruits will charge an additional 5,000 cats above whatever the base fee of their class is. So a basic recruit would cost 10K vs 5K for a Hiver/Human/Shek, a fighter would cost 13K vs 8K for a Hiver/Human/Shek, etc.

Installation:
  • Make sure you are subscribed to the original Adventurers Guild mod.
  • Subscribe to this mod. Run Kenshi and in the Mods tab of the launcher, make sure that this mod is below the original AG mod.
  • You shouldn’t need to Import.
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Adventurers Guild - Lore Friendly RecruitmentSteam Workshop