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− | '''Factions''' are the main source of NPC interactions in-game | + | '''Factions''' are the main source of NPC interactions in-game. |
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==Human-led factions== | ==Human-led factions== | ||
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''"These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness."'' | ''"These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness."'' | ||
− | The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt. People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from | + | The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt. People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. |
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant. | This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant. | ||
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Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day. | Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day. | ||
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==== Fierce tribe ==== | ==== Fierce tribe ==== | ||
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In 1.0 or earlier, they used to be known as savage tribes. | In 1.0 or earlier, they used to be known as savage tribes. | ||
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==== Savage tribe ==== | ==== Savage tribe ==== | ||
− | ''"This particular tribe | + | ''"This particular tribe has a blood-and-honor culture; it will not be possible to turn them into an ally."'' |
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− | + | Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile. | |
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===Outlanders=== | ===Outlanders=== | ||
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''"These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival."'' | ''"These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival."'' | ||
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''"This particular group holds civil behavior in high regard."'' | ''"This particular group holds civil behavior in high regard."'' | ||
− | Civil outlander unions always start off neutral. This type of faction has a | + | Civil outlander unions always start off neutral. This type of faction has a nautral goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day. |
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==== Rough outlander union ==== | ==== Rough outlander union ==== | ||
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Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2. | Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2. | ||
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==== Refugees ==== | ==== Refugees ==== | ||
− | {{Royalty| | + | {{Royalty|no category}} |
''"A group of outlander refugees claiming to have lost their home."'' | ''"A group of outlander refugees claiming to have lost their home."'' | ||
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It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the "Leader". | It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the "Leader". | ||
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===Pirates=== | ===Pirates=== | ||
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''"A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range."'' | ''"A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range."'' | ||
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave). | Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave). | ||
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=== Empire === | === Empire === | ||
− | {{Royalty| | + | {{Royalty|no category}} |
{{main|Empire}} | {{main|Empire}} | ||
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title. | An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title. | ||
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==Leaderless factions== | ==Leaderless factions== | ||
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{{main|Mechanoid}} | {{main|Mechanoid}} | ||
− | The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in | + | The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in four forms: [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]] and [[Scyther]]s. |
Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible. | Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible. | ||
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Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance. | Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance. | ||
− | Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[ | + | Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[improvised turret]]s without retaliation. Their primary purpose is to pick off defenders. If possible, take them out first, as their weapons can do significant and possibly lethal damage in the first shot if not stopped in time. |
Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn. | Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn. | ||
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Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. | Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. | ||
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===Insectoids=== | ===Insectoids=== | ||
− | + | ''Main article:[[Insectoids]]'' | |
These insectoids appear after the event "Infestation" or "Too Deep: Infestation" in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges. | These insectoids appear after the event "Infestation" or "Too Deep: Infestation" in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges. | ||
===Ancients=== | ===Ancients=== | ||
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Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers. | Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers. | ||
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==Factionless humans== | ==Factionless humans== | ||
There are two types of humans who don't have a faction: | There are two types of humans who don't have a faction: | ||
− | * '''Space refugees''' land in crashed transport pods. They will be injured on landing and can be rescued or imprisoned. | + | * '''Space refugees''' land in crashed transport pods. They will be injured on landing and can be rescued or imprisoned. |
* '''Wild men / women''' wander in from time to time. They can be recruited by assigning a colonist to tame them. | * '''Wild men / women''' wander in from time to time. They can be recruited by assigning a colonist to tame them. | ||
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== Faction naming == | == Faction naming == | ||
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*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name. | *Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name. | ||
− | *Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use | + | *Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Spanish words. |
− | *Pirates generate more 'badass' and violent names. They also tend to use | + | *Pirates generate more 'badass' and violent names. They also tend to use predatory animal or weapon names. |
Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements. | Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements. | ||
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Destroying all bases of a Faction effectively eradicates them.<ref>https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417</ref> A defeated faction cannot send raids or appear in quests. | Destroying all bases of a Faction effectively eradicates them.<ref>https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417</ref> A defeated faction cannot send raids or appear in quests. | ||
− | == Faction | + | == Faction Relationships == |
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In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times. | In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times. | ||
=== Relationship status === | === Relationship status === | ||
− | There are three | + | There are three kinds of relations that you can be with others; hostile, neutral and ally. |
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− | *'''Hostile''' factions send raids towards your base | + | *'''Hostile''' factions send raids towards your base. |
− | *'''Neutral''' factions can be traded with | + | *'''Neutral''' factions can be traded with. |
− | *'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return | + | *'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. |
− | To turn a hostile faction neutral, you must increase goodwill above 0 | + | To turn a hostile faction neutral, you must increase goodwill above 0. To ally with them, you must increase it above 75, in which they will remain allies until it reaches 0. |
=== Improving Relations === | === Improving Relations === | ||
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There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes. | There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes. | ||
− | + | #Take one of their fallen faction members in as a [[guest]] and treat them. Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick. | |
− | + | #Destroying raider outposts bothering them improves relations by 8 and comes with a material reward, for each outpost destroyed. | |
− | + | #Destroying faction bases of mutual enemies gives +20 goodwill. | |
− | + | #Trading will also boost relationships, at a rate of +1 per 500 silver traded. | |
− | + | #Fulfilling trade requests, at a rate of +12 per request. | |
− | + | #Sending them gifts can help improve relations. | |
− | + | #*In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep. | |
− | + | #*In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost. | |
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=== Damaging Relations === | === Damaging Relations === | ||
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#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid. | #When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid. | ||
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map. If they were already leaving, however, they will continue to do that instead of attacking you. | #Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map. If they were already leaving, however, they will continue to do that instead of attacking you. | ||
− | #Removing organs or limbs without a valid reason (such as infection) also lowers reputation by 20 | + | #Removing organs or limbs without a valid reason (such as infection) also lowers reputation by 20. |
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.<ref>https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784</ref> Hostile factions are not affected, and attacks from pirates won't greatly damage relations. | #If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.<ref>https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784</ref> Hostile factions are not affected, and attacks from pirates won't greatly damage relations. | ||
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum. | #Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum. | ||
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty. | #Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty. | ||
− | #Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some | + | #Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some case, this may seam very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. |
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Prior to 1.0 hitting faction members by accident also caused relation damage. | Prior to 1.0 hitting faction members by accident also caused relation damage. | ||
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{{for|strategies for defense against raids|Defense tactics}} | {{for|strategies for defense against raids|Defense tactics}} | ||
{{for|strategies for attacks against hostile factions|Offense tactics}} | {{for|strategies for attacks against hostile factions|Offense tactics}} | ||
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A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack. | A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack. | ||
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This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors. | This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors. | ||
− | They can come on their own | + | They can come on their own, or be called to visit through the use of a comms console. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days. |
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=== Quests === | === Quests === | ||
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After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive. | After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive. | ||
− | == | + | ==== Caravan request ==== |
− | + | A faction base near your colony requests some items, and in exchange offers silver or items at a higher than normal price in exchange. | |
− | + | The request will expire if ignored. | |
− | + | ==== Bandit camp opportunity ==== | |
− | + | A faction request that you attack a bandit outpost. After destroying the camp they will offer payment and relations will improve. | |
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+ | The bandit outpost is smaller and less well-defended than a regular faction base. The bandits won't leave on their own if ignored, so you will eventually have to drive them out. | ||
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+ | ==== Note on Royalty Quests ==== | ||
+ | There are more types of quests if Royalty is installed. | ||
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<references /> | <references /> | ||
− | == Version | + | ==Version History== |
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony | * [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
{{nav|factions}} | {{nav|factions}} |