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Caravan Activities Framework (Continued)

Original mod by Temmie3754, Bambaryła
https://steamcommunity.com/sharedfiles/filedetails/?id=3056702430
If the original author requests it, I will remove this update.

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Original mod notes (1.5):

Welcome to Caravan Activities Framework!

It's an easy to use XML-based framework that allows you to add Caravan Activities by adding simple XML objects. For adding new stuff, refer to existing activities as well as the FrameworkGuide.txt.

Framework possibilities:

  • You can define an activity for a caravan to be able to perform on the world map
  • Each new activity adds a new gizmo
  • Each activity can have many Options to choose from
  • Options are risks and outcomes
  • Activities can be limited to particular biomes; roads, rivers and base proximity - base proximity can be further limited by base-faction's tech level
  • Each activity incurs a cooldown on the tile it's performed on, and it's customizable.
  • Each of the Options can be limited to particular skill levels
  • Each of the Options may or may not require specific items
  • Each of the Options may specify items that boost the outcome
  • Each of the Options has good and bad outcomes defined for it. Good outcome happens once at the end of activity. Bad outcomes are rolled every day of the activity.
  • Outcomes can include items, relationship changes, ideology changes, colonist injury or death, pollution change.

Activities defined by default are:

  • Offer help to a nearby faction base for goodwill and silver
  • Steal resources from a nearby faction base, risking death and injury
  • Chop down some trees for wood, risking injury and death
  • Forage some plants
  • Hunt some animals, risking injury and death
  • Mine some resources, risking injury and death

This list will be expanded whenever I find a new idea and some time to add it :)

Compatibility:

  • VF is compatible
  • SRTS is not compatible
  • Aerocraft Framework - I have no idea

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Harmony

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