Outliers Classic

Throughout the Course of the Challenge, you will be told to build one or more Outliers, often within the same Stage. This page is here to help you find inspiration for setting up your Outliers. The Lists I have here are not exhaustive. But Basically, when you want to make an Outlier, figure out the following things (you only really need the Focus and the Location, the rest are to help with inspiration): page 142 / 284 Refugee to Regent Challenge Name (Optional): Primary Focus (See list below): Location: Theme (Technological/Magical/Egyptian/modern/steampunk/medieval/etc): Color Palette: Secondary Focus(es) (if applicable): Tertiary Focus(es) (if applicable): What is an Outlier? An Outlier is a community, or even one or two people that have decided to live near you. If you want, you can consider these Outliers hostile, but in that case they don't count as Outliers for moving forward. I do have plans to include rules for this eventuality, but I'm not there yet. Why Build Outliers? The reason that Outliers are established in this Challenge is because you are building a Kingdom, not just a City or a City-State. In some cases, your Capital may outsource jobs to Outliers to free up room for building more things (jobs in the Agricultural field are especially susceptible). Outliers provide resources to your Capital in exchange for your protection. Although at a certain point, the Outliers will begin defending themselves, and may even establish Outliers of their own! Where should I build my Outlier? That's really up to you. But I would recommend several hundred, if not one or two thousand blocks from the edge of your Capital (depending on what difficulty you are using). If you are only reading the stages as you progress, I recommend you read ahead--your Capital is going to get pretty big. Keep in mind what kind of Outlier you want to build, and look for landmarks that would make your Outliers distinct. What kinds of Outliers are there? Generally, the various kinds of Outliers follow the same general types as there are individual Rule Subcategories: Residential Outliers Commercial Outliers Fortification Outliers page 143 / 284 Refugee to Regent Challenge Transportation Outliers Agricultural Outliers Technological Outliers Magical Outliers Miscellaneous Outliers Of course, in any kind of Outlier, you will generally need some Agriculture, some Fortification, some Transportation, some Residences, and some Commercial activity. This label merely says what the focus of the Outlier is. Of course, Outliers don't need to have only one focus, there can be several. For example, a Technological Agriculture Outlier that happens to be a Commercial trading post for the area. If your Outlier does have multiple focuses, you should decide which is the Primary Focus, and concentrate on that for the first one or two stages. Once it has a solid base of population and its Primary Focus is well established, then it is time to obtain a Secondary Focus. Agricultural Example As an example, let's say that your Capital spawns an Agricultural Outlier. Agricultural jobs may or may not be outsourced to the Outlier, but it's a nice little Outlier. Demand for food grows, and the Outlier grows right along with it, sending food to the hungry mouths in the Capital. As the Outlier grows, it soon finds that it needs resources that the Capital can't spare, and that it doesn't have nearby. Or maybe it doesn't have sufficiently trained people in it. So the Agrotopia spawns a Miner Outlier, to harvest supplies out of some nearby hills, in exchange for food from Agrotopia. Mineville does a good job, but finds that it needs more lumber for its tools/furnaces, while Agrotopia is mainly a food producer. Agrotopia spawns another Outlier some distance away in a forest, and Woodbury sends wood to Agrotopia as tribute, which it trades to Mineville in exchange for Mineville's output. At this point Agrotopia's Secondary Focus is essentially a Commercial Trading Post for its Outliers, even though its main focus is food. Let's say, Wheat, Carrots, and Potatoes. But some of Agrotopia's population wants to raise livestock, but the Farmers are claiming all the best room. In a huff, they leave, and found yet another Outlier, this one Primarily Focused on Ranching. This is just one example of how you can organically grow your Outliers. Yes, you could just mine everything and send it to your Capital to be refined and made into real goods which you can then take yourself out there. But if you're looking for a story for your Outliers, and not just building them completely because you have to, you may have a bit more fun. Just think--This Outlier primarily does this--what will it need? Fortification Example Another example? Your Capital sets up a Fort some distance away in a strategic location. They could rely completely on the Capital for supplies, but that takes a long time. So they set up a Farming Outlier not far page 144 / 284 Refugee to Regent Challenge away. This city was set up by the military, so everything is planned and built in grids. All the architecture is rough and right angles. Furniture is utilitarian. Your Military has enough to eat, but they need more supplies than the Capital is willing to give them. THEY set up a Mining Outlier. Now they have enough materials, and take a Secondary Focus in Commercial Weapon/Armorsmithing. Potential Outlier Categories: If you need some ideas for how to outfit your Outliers, here are a few suggestions by category: Residential Outliers Suburb Outliers Slum Outliers Nobility Outliers Royal Estate (Yours) Outlier Commercial Outliers Regional Trading Post Agricultural Trading Post Weapon/Armor Trading Post Item Storage Outlier Liquid Storage Outlier Power Storage Outlier Transportation Outliers Minecart Station Hub Outlier River->Road/Minecart Hub Outlier Airfield Outlier Shipyard Outlier Airshipyard Outlier Port Outlier Agricultural Outliers Farming Outliers Crop-Specific Farm Outliers Ranching Outliers Livestock-specific Ranch Outliers page 145 / 284 Refugee to Regent Challenge Arboreal (Trees) Outliers Tree Breeding Outliers Fruit Orchard Outliers Wood Harvesting Outliers Apicultural Outliers Bee Breeding Outliers Bee Production Outliers Bee Genetics Alteration Outliers Fortification Outliers Defensive Fort Outliers Training Camp Outliers Weapon Stockpile Outliers Offensive Fort Outliers Nether Entrance/Exit Outliers The End Fort Outlier ICBM Silo Outliers Technological Outliers Mod-Specific Outliers Power Generation Outliers Liquid Storage Outliers Item-Processing Outliers Technology Theme for any Outlier Magical Outliers Mod-Specific Outliers Thaumaturgy Research Outliers Thaumaturgy Production Research Ars Magica Nexus Outliers Ars Magica Spell Library Outliers Nexus Outliers Miscellaneous Outliers Mining Outliers Library Outliers Direwolf20 Outliers This is a Theme, and not a Focus. It functions the same as any other Outlier, EXCEPT that in Direwolf20 Outliers all buildings must be made only of 9x9 buildings, preferably of Smoothstone, Cobblestone, or Stone Brick. page 146 / 284 Refugee to Regent Challenge Outlier Growth Outliers begin their life at various stages, usually beginning as a Dirt Hovel, and grow at the same rate as you do. That is, They grow by one Outlier stage (see bottom-most section. Use the Table of Contents for easy navigation) per Stage that you progress. So if you start a Dirt Hovel Outlier in the Stone Hamlet Stage, when you progress to the Iron Village stage, the Outlier would become a Wooden Settlment Outlier, and then a Stone Hamlet Outlier when you progress to the Redstone Discovery stage. And so on and so forth. When they reach their Final Growth Stages, they do not need to expand, but do still need to send Tribute to the Capital. Final Growth Stages by Difficulty: Hamlet Outliers--Fast Track Village Outliers--Normal City Outliers--Hardcore. Outlier Tribute At the end of every stage, every Outlier under your control (see Outlier Rebellion section) must send Tribute to the Capital. Generally, it is 10-25% of whatever it is they produce for the Capital. This is easier for some Outliers than others. Tribute is always rounded up, and calculated just before the Stage rolls over to the next Stage. Put another way, you must calculate your Tribute for a Stage, and write it down somewhere. As soon as this is done, you advance to the next Stage. Before you complete THAT Stage, you must finish building/sending the Tribute that you just wrote down. Residential Outliers take 10% of Apartments/Slums in the Outlier, and export their Crime/Nobility to the Capital This Tribute is IN ADDITION TO the Crime/Nobility of the Slums/Apartments that affects that Outlier. Agricultural Outliers take 10% of their products and send it to the Capital Agricultural Outliers that breed living things for better things may either send products or specimens of their best breeds to the Capital Fortification Outliers send 10% of their soldiers (they just appear, okay? They don't necessarily need to physically move in-game) to the Capital or the primary Fortifications Outlier, if the Outlier decides to billet most of their soldiers out of the Capital to make room for building. In the case of the Primary Fortifications Outlier sending tribute to itself, just add 10% pre-Tribute soldiers to the Primary Fortifications Outlier. Etc, Etc, et al Outlier Rebellion page 147 / 284 Refugee to Regent Challenge Any Outlier that for whatever reason (RP or otherwise) you have decided is rebelling against you does NOT need to send tribute to the capital. Rebelling Outliers MUST be able to feed themselves, whether from within their own Outlier, or other Rebelling Outliers that are allied with them. Likewise, if an Outlier that is providing food for your Capital/Outlier goes into Rebellion, and there is no longer enough food to go around, the loyal Outliers and/or the Capital must take up the slack within a single stage. If more than one Outlier rebels against the Capital, and they are allied together, one of the Outliers must be declared the Capital of the Rebellion, and from there progresses along the Stage structure as if it werer a player-controlled Capital, excepting that it skips Redstone Discovery/Glowstone Expansion. Rebel Capital's technology level, building materials, tool material level, magic ability, and/or Nether access is tied directly to the Player Capital. They may be either at the same technology level, lagging one stage behind, or even one stage ahead. Rebel Capitals/Kingdoms/Empires should never be more than one technology level above or below the Player(s) that they seceded from. That said, the technology level =/= their Stage levels. a Stone Hamlet Outlier that Rebels while the Capital is in the Glowstone Expansion Stage would progress to Iron Village when the Capital they seceded from progresses forward to the Lapis Lazuli Stronghold. a Stone Hamlet Outlier that Rebels while the Capital is in the Gold City Stage would not progress to the Iron Village when the Capital moves to the Glowstone Expansion (or Redstone Discovery, for that matter) Stage. I would like to go more in-depth with this feature, but at present I feel that I should flesh out the rest of this challenge before going back to this (very interesting) bit of fluff. Outlier Assimilation If Outliers begin their life too close to your Capital, or even other Outliers, they may be assimilated into each other. At this point, you may either consider them two cities (see cities like Fargo/Moorhead on the North Dakota/Minnesota border, or Minneapolis/St. Paul, the capital of Minnesota) or consider the Outlier absorbed into the encroaching city. This is normal, and perhaps even natural. I would recommend you try to avoid this, but if it happens, then it happens. There are a few special rules for this happenstance: Buildings from the Outlier being assimilated into another Outlier or the Capital do NOT count towards new Building Requirements for that or any previous or future stage. Any food requirements from the Outlier being assimilated immediately become food requirements of the city assimilating them, or vice versa, whichever is more. page 148 / 284 Refugee to Regent Challenge Criminal Outliers Criminal Outliers are spawned when a certain Bandit, Pirate, or other Criminal group reaches critical mass, and their Stronghold needs more than just the pirates to support itself. The first Criminal Outlier for each Criminal group is considered, for all intents and purposes, a Capital, even if they do follow the Outlier rules for growing. Criminal Outliers do not pay tribute to anyone but themselves. Criminal Capitals spawn Criminal Camps that hold 12 Criminals when they grow to the next Stage. This is a special case for Criminals, because the Criminals start spawning Camps when they reach their Stronghold Stage, and then every stage after. Note that when Criminal Capitals/Outliers BECOME Outliers and not just a Criminal base, they progress through Outlier stages at the same rate you and every other Outlier does. Outlier Variety Variety in Locations So you know what kind of Outlier you want, and whether it has a Theme or not. I'm just going to spend a few paragraphs discussing something else. It's all well and good to have buildings, buildings everywhere, but eventually, you may start feeling like you've done it ALL before. So where do you go then? Well, my advice is to try something new! A new type of location, a new type of architecture, a new building palette. All of these will make your Outliers feel distinct. A few examples (not an exhaustive list): On Top of the Ground Outlier (normal) Floating Sky Outlier (On or off the Biomes O' Plenty sky biome) Underground Outlier Tree-top Outlier (Can you make a successful Agricultural Outlier on top of a Jungle? Underwater Outlier Ravine Outlier Nether Outlier Nomadic Outlier (using inchworm drive) Glacial Outlier Desert Outlier Middle of the Ocean Outlier If you want some variety, and a little bit of a challenge, pick 2 or 3 Outlier locations, find a place that has ALL of them, and build them one on top of each other, keeping every Outlier looking and feeling distinct. An Example would be: page 149 / 284 Refugee to Regent Challenge Floating in the Sky Outlier above Ocean Surface Outlier above Underwater Outlier above Underground Outlier Nomadic Outlier periodically visits one or two of these Outliers. Another Example: Floating in the Sky Outlier Tree-top Outlier Surface Outlier Underground Outlier Nomadic Outlier Now, some of the Outliers may touch at certain points, but try to keep them looking and feeling distinct. How can you do that? With Themes. Variety in Theme I've touched on this before, briefly, but I'm going to go into a bit more detail here. Themes are reasonably intuitive. Basically, it's a set of building instructions that's standardized over the entire Outlier/Civilization. I would recommend that you find a Theme that works for you and try to employ elements from it across your entire Civilization, so that anyone that looks at it can tell that yes, that is part of your Civilization, even if that Outlier's Theme is different than the Capital/elsewhere. How do you decide what kind of theme to use? There are a couple kinds of themes, namely color/texture Palettes and area/mod Themes. Palettes are essentially a few different colors/textures that you use for the entire Outlier/Civilization, and Themes are something like Steampunk/Modern/Magical/Technological/Rails/Evil/Good/Trees/Dirt/Stone/etc. The only limit to the number of Palettes/Themes is your imagination. Here are a few examples: There is no rule that states that the Outliers must be built on top of the ground. They may be built in the air, under the water, underground, at bedrock, into Ravines, etc. Anywhere you can get to and feel like building an Outlier, go ahead and do so. page 150 / 284 Refugee to Regent Challenge Each Outlier will have certain generic building requirements based on what size settlement (and difficulty) you want to build (and whether you're expanding it or having people abandon it or just want to start out big or small). These will roughly equate to the stage sizes in your main city, but will be a fraction of what is needed for your main city. IE: Settlements, Hamlets, Villages, Cities, and Towns. Outlier stages Hovels--the precursors to Outliers Earliest Appearance will probably be Stone Hamlet for Normal, Hardcore; Iron Village for Fast Track In most situations where the rules tell you to build a new Outlier next turn, you will be instructed to build a Hovel on that stage. This need not be elaborate (though it may be as elaborate as you wish). All it requires is a bed, a 2x3 interior, and an interior ceiling that is no more than 2 blocks high. Again, like your own Dirt/Clay Hovel in the beginning if a section of wall stretches for 4 or more blocks in a direction without direct links from a wall within those 4 blocks, you need a Log support, reaching from ground to ceiling. Settlements--Screaming out at the dark Earliest Appearance will probably be Iron Village for Normal, Hardcore; Redstone Expansion for Fast Track Fast-Track Settlement Outliers Residential 1-2 Settler's Shacks made of any kind of material that your Capital can use Settler's Shacks must have a Bedroom Settler's Shacks must have a Kitchen Commercial page 151 / 284 Refugee to Regent Challenge Build a Settlement Center, where all the Settlers gather. Must have Mayor's Office Build 1 Building based on the Settlement's Focus Agricultural Somewhere in your Nation, there must be 3 Edible plants planted per Settler. Normal Settlement Outliers Normal Residential Build 2-3 Settler's Shacks May be made of any material that your capital can use Must have Bedroom Must have Kitchen Choose 1 more Rooms to taste Build an Elder's Settler's Shack May be made of any material that your capital can use Must have Bedroom Must have Kitchen Must have an Office with a Desk Choose 1-2 more Rooms to taste Elder must be armed with at least a Wooden Sword Normal Commercial Build a Settlement Center Must have Office for Elder Must have Food Bank for food storage Must have Bank for Item Storage Must have Armory for Town Watchmen Build 1 Community Building to Taste Build 2-3 Buildings based on your Settlement's Focus Normal Agricultural Somewhere in your Nation, there must be 6 edible plants planted per Settler Normal Transportation All Buildings must be connected by at least a 1x1 pathway Normal Fortifications page 152 / 284 Refugee to Regent Challenge Build a Watchtower for Defense Must be manned by a Watchman See the Fortifications page for details on Watchmen Hardcore Settlement Outliers Hardcore Residential Build 4-7 Settler's Shacks May be made of any material available to your Capital Must Have Bedroom Must have Kitchen Choose 2 more rooms to Taste Build 2 Elder's Settler's Shanties May be made of any material available to your Capital Must have Bedroom Must have Kitchen Must have Office with a Desk and bookshelves Choose 3 more rooms to Taste Hardcore Commercial Build Settlement Center Must have Offices for both Elders with Desks and Bookshelves Build an Office for Guild Leader of the Town's Focus with Desk and Bookshelves Farming Guild, Mining Guild, Commandant, etc Must have Food Bank for Food Storage Must have Bank for Item Storage Must have Armory for Town Watchmen Build 1 Community Buildings to Taste Build 3-4 Buildings based on Focus Hardcore Agricultural Somewhere in the Nation, there must be 8 edible plants planted per Population in this Settlement Hardcore Fortifications Build a Barracks Must have Room for 3 Recruits Build an Armory to store your military's arms and armor Build 2 Watch Towers for Defense Must be manned by a Watchman. Hardcore Transportation page 153 / 284 Refugee to Regent Challenge All Buildings must be connected by Roads Settlement must be connected to Capital Settlement does not need a direct connection If the Settlement has a Road to another Outlier that has a connection to the Capital, that's good enough. Hamlets--Starting to Come Together Buildings may be built of any Material available to your Capital. Earliest Appearance will probably be Redstone Expansion for Normal, Hardcore; Gold City for Fast Track Fast Track Hamlet Outliers Residential Build 2-3 Hamlet Huts Must have Kitchen Must have Bedroom Choose 1 Additional Room to Taste Build 1 Elder's Hamlet Hut Must have Kitchen Must have Bedroom Must have Office with Desk Choose 1 Additional Room to Taste Commercial Upgrade Settlement Center to Community Center Build Food Bank for Food Storage Build Bank for Item Storage Build Tribute Bank for storying Tribute to be sent to Capital Build Office for Elder with a Desk. Build 1 Building based on Hamlet's Focus Agriculture Somewhere in the Nation 4 Food Plants must be planted per Population in this Outlier. Transportation All Buildings must be connected by a path Normal Hamlet Outliers page 154 / 284 Refugee to Regent Challenge Residential Build 3-6 Hamlet Huts Must have Kitchen Must have Bedroom Choose 1-2 Additional Rooms to Taste Build a Mayor's Hamlet Hut Must have Kitchen Must have Bedroom Must have Office with Desk Must have Dining Room with seating for 4 guests Choose 1-2 Additional Rooms to Taste Armed with Stone Sword Armored with Leather Helmet, Breastplate Presides over the Elder's Council, reports directly to the Capital Responsible for Tribute Build an Elder's Hamlet Hut Must have Kitchen Must have Bedroom Must have Office with Desk Choose 1-2 Additional Rooms to Taste Armed with Wooden Sword Commercial Upgrade Settlement Center to Community Center Build an Office for the Mayor Build a Desk outside the Mayor's Office for his Secretary Build an Office for the new Elder Build a Council Meeting room with room for at least 8 people Expand the Food Bank Expand the Item Bank Build a Tribute Bank, where Tribute is stored before being sent off to the Capital Build Armory for Town Watchmen Build 1-2 Community Buildings to Taste Build 3-4 Buildings according to Hamlet's Focus Agricultural Somewhere in your Nation, 8 Edible plants must be planted per this Outlier's Population Transportation page 155 / 284 Refugee to Regent Challenge All Buildings must be connected by a road (2x2) Hamlet must be connected to Capital by at least a path Doesn't need to be directly connected to Capital May connect to an Outlier than connects to the Capital Fortification Build a Barracks Must have enough beds for 4 Recruits Build an Armory to store your soldier's weapons Build 2 more Watchtowers You must have at least 1 Watchman for every 2 Watchtowers in your Hamlet Hardcore Hamlet Outliers Residential Build 6-10 Hamlet Huts Must have Kitchen Must have Bedroom Choose 2-3 Additional Rooms to taste Build 2 Elder's Hamlet Huts Must have Kitchen Must have Bedroom Must have Office with Desk and Bookshelves Choose 3-4 Additional rooms to taste Armed with Wooden Swords Build Mayor's Hamlet Hut Must have Kitchen Must have Bedroom Must have Office with Desk and Bookshelves Must have Dining Room capable of seating at least 8 Guests Choose 3-4 Additional Rooms to taste Armed with Stone Sword Armored with full set of Leather Armor Responsible for Tribute sent to Capital Presides over Elder's Council Commercial Upgrade Settlement Center to Community Center Build Office for Mayor Must have Desk and Bookshelves Must be bigger than any of the Elders' Offices Build Desk outside Mayor's Office for Secretary page 156 / 284 Refugee to Regent Challenge Build 2 more Elder's Offices Must have Desk and Bookshelves Build Council Meeting Room with room for 12 People Expand Food Bank Expand Item Bank Expand Tribute Bank Expand Town Watchmen Armory Build a Hospital in the Community Center with beds for at least half the population. Build 2-3 Community Buildings to Taste Build 4-5 Buildings based on the Hamlet's Focus Fortifications Expand Barracks Expand to Full Squad Build Officer's Quarters for 1 Leftenant Build Parade Grounds for training Expand Armory to accomadate new recruits Build 3 new Watchtowers Must be manned by Watchmen Transportation All Buildings must be connected by a road (2x2) Hamlet must be connected to Capital Guild a Path between this Outlier and another nearby Outlier 1 Path can fulfill this requirement for 2 (or more) Hamlets simaltaneously. Agricultural 10 food plants must be planted per population in this Hamlet. If not grown locally, 12 food plants must be planted per population in this Hamlet.