Outposts (Mechanimal)

Outposts are essentially nests from where mechanimals are built (but not recycled, which differentiates them from machine shops). Mechanimals come from outposts, which appear randomly in any land, usually away from a civilizations field of vision. This usually means terrains that are rarely inhabited. New outposts generally spawn in resource rich spots most suitable for founding cities (giving credence to their Dalmer origins). Each outpost created is a small fort defended by an anti-cavalry unit, which stays there as a permanent guardian; and a scouting unit, which will roam far and wide.
== Behavior ==
Outposts are a menace to any other race nearby an even the Dalmer. They destroy settlements and attacking any who stray too close to the outpost. It's important to maintain a standing army to keep them at bay, but the best way to stop these attacks is to destroy the outpost. If left unchecked, these outposts will produce large numbers of units which will not only harry nearby lands, but may also overwhelm nearby settlements.
== Types of outposts ==
Each outpost unit belongs to its own home outpost (the one which spawned it), and won't stray too far from it. The scouting unit however will roam around until it reaches the coast, or finds a potential threat to the outpost. Outposts are further affected by location and strategic resources at hand. Depending on where they are located, the outpost will produce different mechanimals:
Melee outposts are found on most inland tiles and will produce anthropoid robotic land units ranged from simple club operators to siege engines and mechanized infantry.
Cavalry outposts are found near horse arras and will create mecha horses or other land crafts and ships to employ mounted assaults, and units to counter cavalry.
Naval outposts spawn on coastal tiles and will create autonomous ships.
== Managing Outposts ==
Settlement earn an imperial reward for dispersing, disabling or destroying an outpost, in addition to the benefit of stopping it from spawning more units. The method for this is simple: any unit must enter the outpost, or a naval raider unit must perform a coastal raid. Defeating the outpost is easier when its units are away, leaving the outpost exposed for a capture. Outposts can then be reprogrammed to work for the Dalmer.
Strangely, outposts only use resources to create units once their stores are full. Should one spawn over a resource, a plentiful amount of resources will be available.
Category:Mechanimals
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