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Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the ____ tab in game.
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| {{Characters_Nav}}
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==Creation==
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Upon creating a new colony, a screen where 3 colonists can be <!--currently--> randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name, age, and traits all seem to not have any effect on the colonist.
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[[File:CharacterCreation.png|200px|thumb|right|Typical character creation screen]]
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===Backstory===
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Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.
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{| class="wikitable mw-collapsible mw-collapsed"
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|-
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! colspan="5" | Childhood traits
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|- valign="top"
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| Medieval Lordling
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-1 Construction
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-1 Growing
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-1 Mining
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+4 Social
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| Urbworld urchin
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+2 Shooting
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+4 Hand to Hand
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| Midworld nerd
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+4 Research
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-3 Social
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| Vatgrown soldier
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+4 Shooting
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+4 Hand to Hand
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-4 Social
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Warden disabled
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Doctor disabled
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| Medieval slave
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+2 Construction
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+2 Growing
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-3 Research
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+2 Mining
 
|}
 
|}
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<onlyinclude>
 
{{imagemargin|[[File:colonists_preview.png|right|150px]]|31px}}'''Colonists''' are the main protagonists in ''RimWorld''. They are living inhabitants of each ''RimWorld'' colony, and the primary goal of the game is for the player to properly manage them. Each colonist has specific [[skills]], positive and negative [[traits]], and a character backstory. In general, every [[human]] is a colonist, except for [[raider]]s/[[traveler]]s/[[prisoner]]s. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game. Colonists are also often referred to as the player's "pawns" by the RimWorld Community. Note, however, that when used without the possessive the term "pawn" more correctly refers to any ambulatory entity in the game including, but not limited to, colonists. See [[Pawn]] for further explanation.
 
  
When managing the colonists, the player must take note of as many of the colonists' attributes as possible. These include, but are not limited to, managing their needs at all times, utilizing their skills to help with their progress throughout the game, increasing their skills, having them research technologies and build anything that helps them the most, and defend themselves against raiders - which include increasing their defenses with each passing moment.
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{| class="wikitable mw-collapsible mw-collapsed"
 
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When possible, playing into the strengths of each colonist, as well as their likes, will increase the player's efficiency of advancing through the game.
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! colspan="7" | Adulthood traits  
</onlyinclude>{{TOCright}}
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|- valign="top"
== Creation ==
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| Medieval lord
{{Main|Characters}}
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-5 Construction
Upon creating a new colony, a screen where 3 colonists can be <!--currently--> randomized individually is shown. The player cannot pick each character aspect by its own. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, and so on.
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-5 Growing
[[File:CharacterCreationA16.png|200px|thumb|right|Typical character creation screen]]
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-5 Mining
 
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+5 Shooting
=== Skills ===
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  +5 Hand to Hand
{{Main|Skills}}
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  +7 Social
Each colonist has different skill levels generated at the start. They tend to range from zero to five, before accounting traits and backstories. Those numeric values are not fixed, but temporarily, and will increase as the character performs actions related to that area. Colonists can be passionate or very passionate about certain skills, and will gain them faster or much faster, respectively.
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Cleaning Disabled
 
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Hauling Disabled
Older colonists tend to have better skills, but these are often offset by their poor health.
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Cutting Disabled
 
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Mining Disabled
=== Backstory ===
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Growing Disabled
{{Main|Backstories}}
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Constructing Disabled
Each colonist will have one or two backstories, teenage characters will usually only have one due to their young age. Each story has a short description to go along with it, detailing a portion of the colonist's past. Each backstory has different effects on the colonist, such as increasing/decreasing stats and disallowing certain tasks. Such information is important to consider when creating the first colonists for the new colony. It may be difficult to even survive the start without certain skills, and future colonists may not join for a while.
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| Deep space miner
 
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+3 Construction
== Playing ==
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+7 Mining
There are 4 default [[scenario system|scenarios]], in addition to the ability to create/ download more.
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+2 Hand to Hand
Each can have different attributes, e.g. no. of colonists, starting equipment, etc.
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| Military commissar
 
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+3 Shooting
Colonists may be dropped in escape pods on the map or start off standing.
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| Colony settler
 
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+4 Construction
Upon generation of a new colony, starting characters will have varying equipment. For example, colonies starting as New Arrivals will be outfitted with [[synthread]] [[clothing]], while New Tribes will be outfitted with [[tribalwear]].
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+4 Growing
 
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+4 Mining
In addition to being clothed, equipment, supplies and materials will be dropped with or near the starting point, or scattered around the map, depending on the scenario.
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| Medieval farm oaf
 
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+8 Growing
Over the course of the game, other colonists can join, by walking onto the map from the border, falling in from their own pods via an event, be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]], captured and recruited or bought from slave [[trader]]s.
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+3 Mining
 
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Researching disabled
== Equipment ==
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| Urbworld entrepreneur
{{Main|Weapons}}
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+3 Research
 
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+6 Social
Colonists can be equipped with various items, which are shown on their information panel while individually selected. They can only be equipped with one item type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below.
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| Navy scientist
[[File:ColonistEquippedA16.png|300px|thumb|none|Marine colonist equipped with a survival rifle from earlier versions]]
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+8 Research
 
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|}
== Overview ==
 
The work tab allows manually setting the tasks that each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform.
 
[[File:WorkTab.png|300px|thumb|none|With default prioritization]]
 
 
 
You can also prioritize a colonist's actions manually. To do this, go to the Work tab, and check the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do tasks from left to right, in relation to the task menu.
 
[[File:WorkTabCustom.png|300px|thumb|none|With manual prioritization selected]]
 
 
 
== Thoughts ==
 
{{Main|Thoughts}}
 
 
 
The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]].
 
  
== Needs ==
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==Playing==
{{:Needs}}
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The game starts of with three colonists being dropped in on escape/transfer pods (as can be somewhat seen on the right) on the map. This is how the majority of colonists are introduced onto the map, although some will also walk into the map from the border. Colonists have a wide variety of outfits based on their job, which is determined by their backstory. In general the less manual-oriented colonists will have lab coats on, while the more labor-intensive colonists will wear a solid color.
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===Equipment===
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Main Article: [[Weapons]]
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Colonists can be equipped with various items which are shown on their information panel while individually selected. They can only be equipped with one item at a time, and their skill with that item is determined by their skill with Shooting. An example of this can be seen below.
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[[File:ColonistEquipped.png|200px|thumb|none|Entrepreneur colonist equipped with a pistol]]
  
[[Category:Characters]]
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===Overview===
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The overview screen allows the setting of what tasks each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no checkboxes for tasks they are unable to perform. The priority of the tasks is preset, and can't be changed. An example of this can be seen below.
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[[File:ColonistOverview.png|200px|thumb|left|Typical colonist overview]]

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