The Border Zone is where some Game Starts in the current version of Kenshi will happen. It occupies the region of the map south of Okran's Pride and east of Vain. It serves as a no-mans-land between the Shek Kingdom and the Holy Nation.
It is a relatively forgiving area, most notable for its very large quantity and quality of Copper veins nearby towns with merchants to enable early-game moneymaking, although the various bandit factions that inhabit the region will be the downfall of any fledgling outpost. It is inhabited by groups of wandering Starving or Dust Bandits (and the latter's fortress), who constantly harass each other as well as the player.
The zone is also teeming with Tech Hunters (and even has a Tech Hunter settlement known as Waystation in the south). This zone was previously under Holy Nation control, but their settlements are now in ruins. The only major, inhabited settlement that still exists in the region is the Shek town of Squin, which is the main bastion standing between the bandits of the Border Zone and the Swamp and the rest of the Shek Kingdom.
Inhabitants[edit | edit source]
Major Towns[edit | edit source]
Minor Outposts[edit | edit source]
These locations are typically small towns, villages, or faction bases.
Ancient Locations[edit | edit source]
These are places which do not have competent inhabitants. Ancient Locations are usually lost outposts or ruins. Beware: sometimes these locations contain territorial protectors such as Security Spiders.
Camps[edit | edit source]
These are temporary locations which can spawn randomly. They usually spawn with Camp Beds which are free to use.
Nests[edit | edit source]
Homeless Spawns[edit | edit source]
These are squads which spawn without being tied to a location, camp, or nest. This list is in order of likelihood.
- Dust Bandits
- Starving Bandits
- Slave Traders (Slavemongers)
- Escaped Servants
- Wandering Assassin
These squads can potentially spawn in this zone if certain World States have been reached.
- Kral's Chosen - if High Inquisitor Seta is dead and Flying Bull is alive.
- The Holy Nation - if Holy Lord Phoenix is alive and Esata or Seto are dead, both could be dead increasing Holy Nation's patrols. If Lord Phoenix, High Inquisitor Seta and High Inquisitor Valtena are dead, Strayed Paladins will spawn.
- Shek Kingdom's Kamikaze - if Esata is dead, Hundred Guardians and Shek Warriors if Seta is dead and Esata is alive.
- Southern Hive patrols - if West Hive Queen is dead and South Hive Queen is alive.
- Western Hive - if West Hive Queen is dead:
Environment[edit | edit source]
|These are the modifiers which are linked to this zone on FCS.
|Before building an outpost, players should find information about specific areas through Prospecting.|
Aside from the occasional bandit menace and fairly balanced growth stats for crops, the Border Zone is host to a lot of Bonedog packs. Rarely you may encounter a pack of goats or garru wandering through your land, especially in the mountainous south or the canyons. This region is also home to the enigmatic Urchins, which are strewn across the landscape. Notable settlements in the Border Zone are Squin, the Hub, and a Tech Hunter Waystation. With all of the different factions and cities in close proximity to the area, the Border Zone is one of the most diverse regions in the world as far as faction selection and patrols go.
The only other noteworthy attribute of The Border Zone is its abundance of ore in the region. Iron veins of 100% quality can be found almost anywhere, but predominantly in the southern canyons or the western edge near Vain. Waystation has access to a lot of iron veins and 40% copper nodes as well, and satellite wreckage can be salvaged for iron closer to the southern edge of the Border Zone.
Weather[edit | edit source]
This zone has the Border Zone season. Seasons may cause harmful Weather Effects or be purely aesthetic.
- Sand steam (Duststorm)
- Desert dust swirls
- Sand steam (no effect)
- Desert calm