Editing Factions
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{TOCright}} | {{TOCright}} | ||
− | '''Factions''' are the main source of NPC interactions in-game | + | '''Factions''' are the main source of NPC interactions in-game. |
− | |||
− | |||
− | |||
− | |||
==Human-led factions== | ==Human-led factions== | ||
Line 15: | Line 11: | ||
''"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. | ||
Line 34: | Line 30: | ||
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion. | If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== Savage tribe ==== | ==== Savage tribe ==== | ||
Line 50: | Line 37: | ||
If [[Ideology]] DLC is enabled in the game, this tribe will always have an Ideoligion with "Raider" as one of the Memes. | If [[Ideology]] DLC is enabled in the game, this tribe will always have an Ideoligion with "Raider" as one of the Memes. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== Cannibal tribe ==== | ==== Cannibal tribe ==== | ||
− | {{Ideology| | + | {{Ideology|no category}} |
''"This particularly vicious tribe believes eating the flesh of their enemies is a great honor."'' | ''"This particularly vicious tribe believes eating the flesh of their enemies is a great honor."'' | ||
Line 66: | Line 47: | ||
==== Nudist tribe ==== | ==== Nudist tribe ==== | ||
− | {{Ideology| | + | {{Ideology|no category}} |
''"This particular tribe believes that covering one's body is wrong."'' | ''"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. | 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. | ||
− | + | These tribe will always have an Ideoligions with "Nudist" as one of the Memes. | |
===Outlanders=== | ===Outlanders=== | ||
Line 84: | Line 65: | ||
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. | 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. | ||
− | If [[Ideology]] DLC is enabled in the game, this | + | If [[Ideology]] DLC is enabled in the game, this union will have a random Ideoligion. |
==== Minor Civil Outlander Union ==== | ==== Minor Civil Outlander Union ==== | ||
− | {{Ideology| | + | {{Ideology|no category}} |
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. | 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. | ||
Line 95: | Line 76: | ||
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 | + | If [[Ideology]] DLC is enabled in the game, this union will have a random Ideoligion. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== 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."'' | ||
Line 122: | Line 97: | ||
==== Cannibal Pirate Gang ==== | ==== Cannibal Pirate Gang ==== | ||
− | {{Ideology| | + | {{Ideology|no category}} |
''"This particular gang of pirates are cannibal"'' | ''"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. | 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 [[ | + | These gangs will always have an [[Ideoligions|ideoligions]] with "Cannibal" as one of the Memes. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== 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. | ||
− | If [[Ideology]] DLC is enabled in the game, | + | If [[Ideology]] DLC is enabled in the game, Empire will always have an ideoligions with "Loyalist" as one of the Memes. |
==Leaderless factions== | ==Leaderless factions== | ||
Line 156: | Line 119: | ||
{{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. | ||
Line 162: | Line 125: | ||
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. | ||
− | Termites are the | + | Termites are the Mechanoid's 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. | ||
Line 173: | Line 136: | ||
===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. | ||
Line 181: | Line 144: | ||
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, | + | If [[Ideology]] DLC is enabled in the game, these ancients will always appear with randomized Ideoligions upon waking up from the ancient cryptosleep casket, and have no set ideoligions as a whole. |
− | |||
− | |||
− | |||
− | |||
=== Minor "Gentle" Tribe === | === Minor "Gentle" Tribe === | ||
Line 209: | Line 168: | ||
*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. | ||
Line 220: | Line 179: | ||
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 == |
− | |||
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. |
− | + | *'''Hostile''' factions send raids towards your base. | |
+ | *'''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. | ||
− | + | 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. | |
− | |||
− | |||
− | |||
− | To turn a hostile faction neutral, you must increase goodwill above 0 | ||
=== Improving Relations === | === Improving Relations === | ||
Line 240: | Line 196: | ||
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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
=== Damaging Relations === | === Damaging Relations === | ||
Line 260: | Line 211: | ||
#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. |
− | |||
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 297: | Line 247: | ||
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. |
− | |||
− | |||
− | |||
− | |||
=== Quests === | === Quests === | ||
Line 308: | Line 254: | ||
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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 357: | Line 259: | ||
<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 | ||
− | + | ||
− | |||
− | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
{{nav|factions}} | {{nav|factions}} |