Mod «Adventurers Guild - Extra Selection Criteria» for Kenshi

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This sub-mod for Adventurers Guild extends the available recruit options. It allows players to request individual races (and subraces for Humans) and specific or mixed sexes for Humans and Shek. Hive and Skeleton subrace distributions are altered based on the recruit class, influenced by racial XP modifiers.

The recruitment process begins by selecting a class: Basic, Fighter, Gunner, or Worker.

  • Basic: «Level 0» rookies with no stat advancement. Headhunting fee: 5,000 cats. Individual cost: 5,000 cats. Party size: 4.
  • Fighter: Uses the vanilla «15» stats template (15 Athletics, 10 most combat stats). Headhunting fee: 7,000 cats. Individual cost: 8,000 cats. Party size: 4.
  • Gunner: Uses the vanilla «hire gunner» stats template (40 Crossbows and Turrets, 10 Perception). Headhunting fee: 7,000 cats. Individual cost: 10,000 cats. Party size: 4.
  • Worker: Uses four different vanilla stats templates (farmer, cook, engineer, medic). Headhunting fee: 10,000 cats. Individual cost: 8,000 cats. Party size: 6 (one medic, one cook, two farmer/labourers, two engineers).

Skeletons incur an additional surcharge after selecting the class and paying the base headhunting fee: 15,000 cats for most classes, 22,000 cats for Workers. Individual skeleton recruits cost an additional 5,000 cats above the base fee of their class.


Installation:

  • Ensure you are subscribed to the original Adventurers Guild mod.
  • Subscribe to this mod. In the Kenshi launcher Mods tab, ensure this mod is loaded below the original Adventurers Guild mod.
  • Importing saves is not required.

Required mods: Adventurers Guild — Lore Friendly Recruitment

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