Camping in Expeditions: Conquistador allows followers to recover from injury, eat their meals and restore for a next day of marching, hunt for game in the area, making medicine from herbs and either research technology or craft items which can be during battle. And sometimes there's is an contextual task to perform as well.
Camping terrian[]
The party can camp nearly everywhere, expect in the proximity of a town. The terrain does however decide what the difficulty be for the tasks of guarding, patrolling and hunting will be.
Terrian type | Guarding | Patrolling | Hunting |
---|---|---|---|
Coast | Low | Very high | Low |
Jungle | Medium | Medium | Medium |
Marsh | |||
Mountain | Low | High | High |
Plains | Very high | High | Medium |
Road | Very high | Low | High |
Contextual events[]
Depending on the area where the party stays or other circumstances, it's possible to perform contextual tasks, which can be things like giving a hunter the task to go fishing, salvaging broken equipment or consolidating the map after finding all cairns of a certain area.
Contextual event | Condition | Effect | Task requirement |
---|---|---|---|
Commemoration of the fallen | A follower has deceased from wounds or an event. | ||
Consolidating the map | Discovered all cairns in a certain area. | Party gains 10 experience for each cairn in the area. | |
Grave robbing | Staying near a native burial site. | Potential to gain some valuables. | Units with a higher patrolling scores have better rates of success |
Go fishing | Camping near the coastline or an enclosed body of water with fish swimming in a circle. | Potential to gain extra meat. | Units with higher hunting scores have better rates of success |
Harvesting medical herbs | Staying in certain party of a jungle. No visual reference of something special to be seen near an area where this task can be performed. | Potential to gain extra herbs. | Units with higher scores in herbalism have better odds for success. |
Repairing the cannon | Cannon is found or broken during combat. | Repairs the cannon, so it can be used again. | |
Salvaging broken equipment | Lost about 8-10 equipment during combat. | Potential to get two equipment from the broken pieces. |
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Tinkering[]
The tinkering tasks can only be performed after completed the goal Tinkering. With tinkering, it's possible to research four technologies and make items which can be used in combat. A high score in tinkering also lowers the amount of resources needed to make these items items.
Items | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 | Rank 10 |
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Barricade |
Wood: Rope: |
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Caltrops | Metal: | |||||||||
Cannonball |
Metal: Oil: |
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Lantern |
Metal: Oil: Rope: |
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Net Trap | Rope: | |||||||||
Spike Trap |
Metal: Rope: Wood: |
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Torch |
Wood: Oil: |
Technologies can be researched by any member with any score, until the technology reaches a certain stage. With tinkering rank 1 and 2, 5 and 6 and at last 9 and 10, you can research the technology for four dyas, while other ranks it can be research for six days. In total it takes 48 days to fully research a technology with a follower who has 1o tinkering.
Technologies | Rank 1 (tinkering 2) | Rank 2 (tinkering 6) | Rank 3 (tinkering 10) |
---|---|---|---|
Tents | +1 morale (one time only) | +3 morale (one time only) | |
Hatchets | |||
Pickaxes | |||
Caravan | +1 movement each day. | +3 movement each day. | +6 movement each day. |
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