The amount of buildable outposts depends on your monument tier and a guild needs to hold a certain amount of fiefs to be able to upgrade their monument.
Outpost construction[edit | edit source]
An outpost can be built on any unclaimed fief that is bordering your already claimed fiefs. You can always claim all fiefs that are directly bordering your monument fief plus additional fiefs in a second row, as long as those fiefs are bordering already claimed fiefs. The only exception is the Military Outpost which can be built anywhere.
Outposts that are build in a second row and military outposts count into the limit of buildable outposts per monument tier.
- Note: You can build 1 outpost in the second row with a tier 1 monument, 3 outposts in the second row with a tier 2 monument, 6 outposts in the second row with a tier 3 monument and unlimited outposts with a tier 4 monument.
- Note: You can build 1 Military Outpost per monument tier.
To build the outpost, use
Build - Outpost on any tile of an unclaimed fief, the location on that fief doesn't matter, it will always claim the whole fief.
Outpost upgrades[edit | edit source]
Each outpost can be upgraded from tier 1 to tier 3. It will raise the production rate of most outposts, the upkeep costs and makes it harder to downgrade and capture it.
- Note: There is a cooldown of 72 hours between upgrading an outpost again. The cooldown also starts after the downgrade on an outpost.
- Note: Each upgrade works like building the outpost from scratch. The quality depends only on the used materials, the quality and type of the used hammer and your effective Authority skill level.
Outpost upkeep[edit | edit source]
You can use
Remote Outpost Support at a monument to remotely pay the upkeep of the outposts of that guild, using God's Coins and bypassing the maximum of support points.
If the outpost has no more support points on stock, it will lose durability and start to burn once it has fallen below 50% durability. It will not produce anything while it is burning. It will downgrade itself to the next lower tier and collapse in the end if the upkeep doesn't get paid. It will slowly repair itself if there are support points on stock.
- Tier 1: 4 support points per tile, stock is capped at 9 000 000 support points
- Tier 2: 12 support points per tile, stock is capped at 27 000 000 support points
- Tier 3: 32 support points per tile, stock is capped at 90 000 000 support points
1 copper coin = 100 support points
Outpost production and slaves[edit | edit source]
Most of the outposts produce items. The quality of the products is the same as the outpost itself and the amount of produced items depends on the tier and the quality of the outpost.
You can add up to 4 slaves to an outpost. Each slave has a lifespan of 10 ingame days and raises the production rate of that outpost by up to 100%, depending on the quality.
Slaves appear as working NPCs around the outpost building and can get killed. A dead slave disappears for the current ingame day and will respawn with the next ingame day. He will also not raise the production rate for the ongoing ingame day.
Special outposts[edit | edit source]
Trading posts[edit | edit source]
Trading posts are a special type of outpost. They don't produce anything and you can't add slaves to it.
Each trading post has an own inventory for each account and you can use it to buy items from other players, offer your own items to other players and sell them to the crown to generate coins.
For more information, see the Market page.
Military outposts[edit | edit source]
Slaves also have a lifespan of 10 days but they respawn each 20 minutes after being killed.
List[edit | edit source]
The produced amount depends on the quality, shown is the maximum at quality 100
|12x13 tiles||Mine shaft||Tier 1: 12 regional Copper Ore, 12 regional Iron Ore, 30 Charcoal|
|13x13 tiles||Herbalist's hut||Tier 1: 24 herbs of the chosen type
Tier 2: 48 herbs of the chosen type
Tier 3: 76 herbs of the chosen type
|13x13 tiles||Lumber mill||Tier 1: 3 regional Softwood Boards, 3 regional Hardwood Boards|
|12x13 tiles||Quarry||Tier 1: 70 Clay, 70 Sand, 28 Shaped rock, 14 Shaped granite|
|13x13 tiles||Forager's hut||Tier 1: 40 Plant Fibers, 18 Mushrooms, 20 Edible Berries|
|13x13 tiles||Mill||Tier 1: 20 Crops of the chosen type
Tier 2: 40 Crops of the chosen type
Tier 3: 80 Crops of the chosen type
|13x13 tiles||Knackery||Tier 1: 3 regional Thick Leather, 3 regional Thin Leather, 18 regional Game Meat|
|12x13 tiles||Geognosy pit||Tier 1: 4 Baromsag
Tier 2: 8 Baromsag
Tier 3: 16 Baromsag
|13x13 tiles||Slave camp||Tier 1: 1 Slave
Tier 2: 1 Slave
Tier 3: 2 Slaves
|12x13 tiles||Trading post||Access to the market to buy and sell items to the crown or other players|
|11x11 tiles||Military outpost||The only remotely buildable outpost
Slaves are acting as guards
20 rally points
Life is Feudal: Your Own differences[edit | edit source]
Outposts do not exist in LiF:YO, with exception of the Trading post but it is treated like a normal building.