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'''Factions''' are the main source of NPC interactions in-game. They are organisations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.
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'''Factions''' are the main source of NPC interactions in-game.
 
 
Starting 1.3, you can set which faction can exist for your current gameplay setup when creating worlds. However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline. [[Biotech]] replace some of the starting faction with its Xeno-type faction as default, but both types can still be placed.
 
 
 
Human-led factions will also occasionally provide [[quests]].
 
  
 
==Human-led factions==
 
==Human-led factions==
The most common factions on rimworlds are made up of humans, with settlements all over the world (and other worlds, in the case of empires).
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The most common factions on Rimworlds are made up of humans, with settlements all over the world (and other worlds, in the case of empires).
 
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in 1.1, including the Empire from the [[Royalty DLC]] ]]
 
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in 1.1, including the Empire from the [[Royalty DLC]] ]]
 
Human factions always have a leader, and are displayed by default in the faction tab.
 
Human factions always have a leader, and are displayed by default in the faction tab.
  
 
===Tribes===
 
===Tribes===
{{Main|Tribes}}
 
 
''"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 Galician, such as 'miñoca', 'legua', etc.<ref>https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button</ref> They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers.  
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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.
 
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.
 
  
 
==== 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.
 
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.
 
 
===== Fierce Neanderthal Tribe =====
 
{{Biotech|section=1}}
 
''"An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability.
 
 
Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment."''
 
 
With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the Xenotype "Neanderthaler". These faction replace the default appearing faction for Fierce Tribe faction.
 
 
  
 
==== Savage tribe ====
 
==== Savage tribe ====
''"This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!"''
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''"This particular tribe has a blood-and-honor culture; it will not be possible to turn them into an ally."''
 
 
Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.
 
 
 
If [[Ideology]] DLC is enabled in the game, this tribe will always have an Ideoligion with "Raider" as one of the Memes.
 
 
 
===== Savage Impid Tribe =====
 
{{Biotech|section=1}}
 
''"A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization."''
 
 
 
With [[Biotech]] enabled, the Impid Tribe is available as a subtype of the savage tribe. Members of this faction will always be of the Xenotype "[[Impids|Impid]]". These faction replace the default appearing faction for Savage Tribe faction.
 
 
 
==== Cannibal tribe ====
 
{{Ideology|section=1}}
 
''"This particularly vicious tribe believes eating the flesh of their enemies is a great honor."''
 
 
 
Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them.
 
 
 
These tribe will always have an [[Ideoligion|ideoligions]] with "Cannibal" as one of the Memes.
 
 
 
==== Nudist tribe ====
 
{{Ideology|section=1}}
 
''"This particular tribe believes that covering one's body is wrong."''
 
  
Optionally available as spawned faction at world creation, Nudist 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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Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile.
 
 
This tribe will always have an Ideoligion with the "Nudist" meme.
 
  
 
===Outlanders===
 
===Outlanders===
{{Main|Outlanders}}
 
 
''"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 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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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.
 
 
If [[Ideology]] DLC is enabled in the game, this faction's Ideoligion will either have the Collectivist or Individualist meme, any other meme is disallowed for this faction.
 
 
 
==== Minor Civil Outlander Union ====
 
{{Ideology|section=1}}
 
This union is self-generated faction that only appear during any of the quest "Outlander's Visit" and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.
 
  
 
==== 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.
  
If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.
 
 
===== Rough Pig Union =====
 
{{Biotech|section=1}}
 
''"A loose union of hardy pigskin townships. They're willing to make friends, even with Thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal"''
 
 
With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander Union. Members of this faction will always be of the Xenotype "Pigskin". These faction replace the default appearing faction for Rough outlander union.
 
 
==== Refugees ====
 
{{Royalty|section=1}}
 
''"A group of outlander refugees claiming to have lost their home."''
 
 
A hidden outlander micro-faction create for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.
 
 
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".
 
 
If [[Ideology]] DLC is enabled in the game, these refugees will have a random Ideoligion.
 
  
 
===Pirates===
 
===Pirates===
{{Main|Pirates}}
 
 
''"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).
  
If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an Ideoligion with "Raider" as one of the Memes.
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==== Empire ====
 
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''Note'': Requires [[Royalty]] DLC
==== Cannibal Pirate Gang ====
 
{{Ideology|section=1}}
 
''"This particular gang of pirates are cannibal"''
 
 
 
Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.
 
 
 
These gangs will always have an [[Ideoligion|ideoligions]] with "Cannibal" as one of the Memes.
 
 
 
==== Yttakin Pirates ====
 
{{Biotech|section=1}}
 
''"A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds."''
 
 
 
With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the Xenotype "Yttakin". These faction replace the default appearing faction for Pirate faction, along with Waster Pirates.
 
 
 
==== Waster Pirates ====
 
{{Biotech|section=1}}
 
''"A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. 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."''
 
 
 
With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the Xenotype "Waster". These faction replace the default appearing faction for Pirate faction, along with Yttakin Pirates.
 
 
 
=== Empire ===
 
{{Royalty|section=1}}
 
{{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.
 
If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.
 
  
 
==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 five forms:  [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s.
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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, [[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 [[mini-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.
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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.
 
Termites are the Mechanoids' breachers, equipped with a [[thump cannon]]. While they do not do as much damage towards a colonist compared to other mechanoids, their weapons are a giant bane towards most of the structure, particularly walls. The damage done to any structures are incredibly devastating, and they are often accompanied by nearby mechanoids which only attacks within range or for the scyther's case, proximity of any hostile. If the termites are killed, any mechanoids following it will immediately seek and kill/destroy hostile targets.
 
  
 
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.  
  
 
A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|"Ancient Ship Crash" event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.
 
A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|"Ancient Ship Crash" event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.
 
===Insectoids===
 
{{Main|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.
 
  
 
===Ancients===
 
===Ancients===
{{Main|Ancients}}
 
 
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.
 
If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last Ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.
 
 
=== Cult ===
 
{{Anomaly|section=1}}
 
Cults are an unlisted faction, comprised of crazed cultists that has the capability of conducting Anomaly-based dark rituals upon raiding the colony multiple times. They have the capability of either causing [[Skip]] abduction, or drawing out [[Fleshbeast]]s from their ritual if not dealt with. While they usually come equipped with Neolithic-based equipment, some of the cultist may have additional appendages when arriving under siege.
 
 
=== Minor "Gentle" Tribe ===
 
{{Ideology|no category}}
 
These tribes are self-generated faction that only appears during any of the subquest "The Villager's" for "The <RELIC> of <IDEOLOGION>" and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:
 
* Attacking any of the tribe members, even if indirect
 
* Attempting to hack the terminal
 
* Wait for more than 10 hours in their map
 
 
They will immediately become hostile and start attacking.
 
 
A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.
 
  
 
==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.  
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* '''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.
 
In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.
 
  
 
== 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 Galician words.
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*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 intimidating or predatory animal or weapon names.
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*Pirates generate more 'badass' and violent names. They also tend to use 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.
  
 
== Faction bases ==
 
== Faction bases ==
{{Main|Faction base}}
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Factions have many [[Faction base|bases]] generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.
 
  
 
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 relations ==
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== Faction Relationships ==
{{Stub|section=1|reason=1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility}}
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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 levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).
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There are three kinds of relations that you can be with others; hostile, neutral and ally.
  
Your current status with any faction on the map can be seen by clicking the (unlabeled) "Factions" icon (bottom of screen, far right, next to the Menu icon).
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*'''Hostile''' factions send raids towards your base.
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*'''Neutral''' factions can be traded with.
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*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return.
  
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.
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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.
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.
 
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for outlanders) emergency military aid.
 
 
 
To turn a hostile faction neutral, you must increase goodwill above 0. For a neutral faction to turn hostile, goodwill must decrease below -75. To make a neutral faction your ally, you must increase goodwill above 75, in which case they will remain allies until it reaches 0. The maximum goodwill possible is +100. Note that all [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] factions have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain "Hostile" throughout the game, immune to your best efforts.
 
  
 
=== Improving Relations ===
 
=== Improving Relations ===
  
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.
 
 
* Via [[Events]]:
 
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries.  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. (As of Update 1.4.3704, rescuing fallen faction members does not improve good will. It is unclear if this is a bug or intentional)
 
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.
 
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.
 
* Destroying faction bases of mutual enemies gives +20 goodwill.
 
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward "natural goodwill" (viewable in the [Factions] tab, bottom right of the screen). However, for factions that are "always hostile" (i.e. [[pirates]] and [[savage tribe]]s), there is never any relation bonus.
 
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.
 
* Sending them gifts can help improve relations, at a rate of +1 per 160 silver gifted. Sending 1 Thrumbo calf gives +6 Goodwill.
 
 
 
  
Legacy methods:
+
#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.
:* 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.
+
#Destroying raider outposts bothering them improves relations by 8 and comes with a material reward, for each outpost destroyed.
:* 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.
+
#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.
  
 
=== Damaging Relations ===
 
=== Damaging Relations ===
Line 258: Line 130:
 
There are several ways to make an enemy out of a faction, most being unintentional.  
 
There are several ways to make an enemy out of a faction, most being unintentional.  
  
#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 faction 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. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.
+
#Removing organs 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 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.
 
#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 cases, this may seem 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.
 
#Dumping [[Toxic wastepack|toxic wastepacks]] {{BiotechIcon}} via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.
 
  
 
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.
Line 273: Line 142:
 
{{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}}
 +
 
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.
  
Line 297: Line 167:
 
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 randomly, 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.
+
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.
 
 
Factions tend to have trade items based on their [[Lore#Tech_levels|tech level]], though this is not an absolute rule.
 
 
 
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information
 
  
 
=== Quests ===
 
=== Quests ===
{{Main|Quests}}
 
 
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.
 
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.
  
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.
  
== Xenotypes and Factions ==
+
==== Caravan request ====
{{Biotech|section=1}}
+
A faction base near your colony requests some items, and in exchange offers silver or items at a higher than normal price in exchange.
  
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every "Xenotype"-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.
+
The request will expire if ignored.
  
{| class="wikitable sortable"
+
==== Bandit camp opportunity ====
|-
+
A faction request that you attack a bandit outpost. After destroying the camp they will offer payment and relations will improve.
!  !! Baseliner !! Hussar !! Dirtmole !! Genie !! Neanderthal !! Pigskin !! Impid !! Yttakin !! Waster
+
 
|-
+
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.
| Civil Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%
 
|-
 
| Rough Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%
 
|-
 
| Rough Pig Union || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0%
 
|-
 
| Gentle Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%
 
|-
 
| Cannibal Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%
 
|-
 
| Nudist Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%
 
|-
 
| Fierce Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%
 
|-
 
| Fierce Neanderthal Tribe || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0% || 0%
 
|-
 
| Savage Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%
 
|-
 
| Savage Impid Tribe || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0%
 
|-
 
| Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%
 
|-
 
| Yttakin Pirates || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0%
 
|-
 
| Waster Pirates || 2.5% || 5% || 5% || 2.5% || 5% || 2.5% || 2.5% || 2.5% || 72%
 
|-
 
| Cannibal Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%
 
|-
 
| Shattered Empire || 70% || 15% || 0% || 10% || 5% || 0% || 0% || 0% || 0%
 
|-
 
| Horax Cult || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%
 
|-
 
| Dark Entities (Shamblers) || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%
 
|}
 
  
  
 
----
 
----
 
<references />
 
<references />
 
== 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/0.13.1135|0.13.1135]] - trade caravan from other factions added.
 
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.
 
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
{{nav|factions}}
 

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