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* '''Midworlds''' - Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Midworlds''' - Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Urbworlds''' - Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.<ref name="Cryptosleep Revival Briefing"/> Urbworlds can build mechanoids. <ref name="Keuneke">Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]</ref>Some urbworlds have worldwide cities ruled by corporations. <ref name="Coffey">Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]</ref>Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. <ref>Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]</ref>
 
* '''Urbworlds''' - Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.<ref name="Cryptosleep Revival Briefing"/> Urbworlds can build mechanoids. <ref name="Keuneke">Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]</ref>Some urbworlds have worldwide cities ruled by corporations. <ref name="Coffey">Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]</ref>Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. <ref>Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]</ref>
* '''Glitterworlds''' - The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.<ref name="Cryptosleep Revival Briefing"/> Likely synonmous with '''glitter-tech world'''.<ref>Ideology Places.xml - Rogia entry</ref> Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.<ref>Glitterworld surgeon Backstory</ref> While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.<ref>Glitterworld Officer Backstory</ref> Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures.<ref name="Nerhesi"/> On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.<ref>Biosphere Manager Backstory</ref> This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression <ref>Architect Backstory</ref> This is not universal however, as others still had humans washing dishes in restaurants<ref>Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]</ref> Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.<ref>Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]</ref>Glitterworld police forces were often equipped with [[recon armor]]<ref>[[Recon armor]] description</ref> and [[Recon helmet|helmets]].<ref>[[Recon helmet]] description</ref> Some glitterworlds have mechanoid companions for children,<ref>Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]</ref> or as workers.<ref name="Rogia">Ideology Places.xml - Rogia entry</ref> At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,<ref>Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]</ref> and corporations exist.<ref>Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]</ref><ref name="Brazil">Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]</ref> At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.<ref>Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]</ref> See also: Sophiamunda and the Empire for information about a specific glitterworld society.
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* '''Glitterworlds''' - The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.<ref name="Cryptosleep Revival Briefing"/> Likely synonmous with '''glitter-tech world'''.<ref>Ideology Places.xml - Rogia entry</ref> Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.<ref>Glitterworld surgeon Backstory</ref> While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.<ref>Glitterworld Officer Backstory</ref> Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campagins against enemy cultures.<ref name="Nerhesi"/> On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.<ref>Biosphere Manager Backstory</ref> This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression <ref>Architect Backstory</ref> This is not universal however, as others still had humans washing dishes in restaurants<ref>Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]</ref> Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.<ref>Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]</ref>Glitterworld police forces were often equipped with [[recon armor]]<ref>[[Recon armor]] description</ref> and [[Recon helmet|helmets]].<ref>[[Recon helmet]] description</ref> Some glitterworlds have mechanoid companions for children,<ref>Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]</ref> or as workers.<ref name="Rogia">Ideology Places.xml - Rogia entry</ref> At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,<ref>Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]</ref> and corporations exist.<ref>Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]</ref><ref name="Brazil">Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]</ref> At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.<ref>Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]</ref> See also: Sophiamunda and the Empire for information about a specific glitterworld society.
 
* '''Rimworlds''' - Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.<ref name="Cryptosleep Revival Briefing"/>  
 
* '''Rimworlds''' - Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.<ref name="Cryptosleep Revival Briefing"/>  
* '''Coreworlds''' - Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon [[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]], coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.<ref name="RimWorld Universe Quick Primer">[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]</ref> However, with the new canon definition for rimworld, it's likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity.<ref name="Cryptosleep Revival Briefing"/> Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.<ref>Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]</ref> Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,<ref>Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]</ref> planetary governments,<ref name="Anarchist">Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]</ref> and sufficient competent military forces to push out both anarchists<ref name="Anarchist"/> and fairly large mercenary forces.<ref>Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]</ref>
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* '''Coreworlds''' - Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon [[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]], coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.<ref name="RimWorld Universe Quick Primer">[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]</ref> However, with the new canon definition for rimworld, its likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity.<ref name="Cryptosleep Revival Briefing"/> Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.<ref>Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]</ref> Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,<ref>Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]</ref> planetary governments,<ref name="Anarchist">Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]</ref> and sufficient competent military forces to push out both anarchists<ref name="Anarchist"/> and fairly large mercenary forces.<ref>Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]</ref>
 
* '''Toxic worlds''' - Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.<ref name="Cryptosleep Revival Briefing"/> Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.<ref name="Johs">Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]</ref>
 
* '''Toxic worlds''' - Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.<ref name="Cryptosleep Revival Briefing"/> Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.<ref name="Johs">Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]</ref>
 
* '''Glassworlds''' - Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Glassworlds''' - Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.<ref name="Cryptosleep Revival Briefing"/>
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* '''Indworlds''' - Distinct from Industrial worlds, they are worlds undergoing their industrial revolution.<ref>Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]</ref>
 
* '''Indworlds''' - Distinct from Industrial worlds, they are worlds undergoing their industrial revolution.<ref>Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]</ref>
 
* '''Industrial worlds''' - Distinct from Indworlds, they are worlds devoted predominantly to industry.<ref>Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]</ref><ref>Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]</ref><ref>Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]</ref> Some host large factory cities<ref>Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]</ref>
 
* '''Industrial worlds''' - Distinct from Indworlds, they are worlds devoted predominantly to industry.<ref>Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]</ref><ref>Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]</ref><ref>Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]</ref> Some host large factory cities<ref>Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]</ref>
* '''Farming planets''' - Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. <ref>Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]</ref> Likely synonymous with '''farm-worlds'''.<ref>Ideology Places.xml - Filson entry</ref>  
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* '''Farming planets''' - Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. <ref>Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]</ref> Likely synonmous with '''farm-worlds'''.<ref>Ideology Places.xml - Filson entry</ref>  
 
* '''Prison planets''' - Worlds where convicts are condemned to remove malefactors from society. <ref name="Jay">Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]</ref>
 
* '''Prison planets''' - Worlds where convicts are condemned to remove malefactors from society. <ref name="Jay">Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]</ref>
 
* '''Feudal world''' -  Multi-planet feudal empires besides the [[Empire]] exist. <ref>Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]</ref>
 
* '''Feudal world''' -  Multi-planet feudal empires besides the [[Empire]] exist. <ref>Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]</ref>
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* '''Junkyard planets''' - Apparently self-descriptive. Possibly synonymous with trash planets, but given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.<ref>Ideology Places.xml - Bagua 5 entry</ref>
 
* '''Junkyard planets''' - Apparently self-descriptive. Possibly synonymous with trash planets, but given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.<ref>Ideology Places.xml - Bagua 5 entry</ref>
 
* '''Iceworld''' - Apparently self-descriptive. Plants are rare. <ref>Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]</ref>
 
* '''Iceworld''' - Apparently self-descriptive. Plants are rare. <ref>Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]</ref>
* '''Dino-worlds''' - Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected through genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.<ref name="Zoutera">Ideology Places.xml - Zoutera entry</ref>
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* '''Dino-worlds''' - Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected though genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.<ref name="Zoutera">Ideology Places.xml - Zoutera entry</ref>
 
* '''War-worlds''' - Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.<ref>Ideology Places.xml - Kemia entry</ref>
 
* '''War-worlds''' - Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.<ref>Ideology Places.xml - Kemia entry</ref>
 
* '''Mineral-planets''' - Unknown definition. Likely descriptive of either their natural resources or their economic product<ref>Ideology Places.xml - Xanides entry</ref>
 
* '''Mineral-planets''' - Unknown definition. Likely descriptive of either their natural resources or their economic product<ref>Ideology Places.xml - Xanides entry</ref>
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* '''3D printers''' - Used on orbital shipyards in some capacity.<ref name="Altura station"/>
 
* '''3D printers''' - Used on orbital shipyards in some capacity.<ref name="Altura station"/>
 
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.<ref name="Codex">Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]</ref> Likely analogous to Wikipedia.
 
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.<ref name="Codex">Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]</ref> Likely analogous to Wikipedia.
* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.<ref>[[Prestige armor]] descriptions</ref> It is technically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the "special psychic focusing materials" mentioned in the description of eltex clothing.<ref>[[Eltex]] item descriptions</ref>
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* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.<ref>[[Prestige armor]] descriptions</ref> It is techically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the "special psychic focusing materials" mentioned in the description of eltex clothing.<ref>[[Eltex]] item descriptions</ref>
  
 
=== Named characters ===
 
=== Named characters ===
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* '''Wavian leviathans''' - Used as weapons on the oceanic planet of Wavia.<ref name="Ideology Places">Ideology Places.xml</ref> The variable type assigned to the name is "seaBeast" and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.
 
* '''Wavian leviathans''' - Used as weapons on the oceanic planet of Wavia.<ref name="Ideology Places">Ideology Places.xml</ref> The variable type assigned to the name is "seaBeast" and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.
 
* '''Pygmy wombat''' - A furry animal.<ref>Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]</ref>
 
* '''Pygmy wombat''' - A furry animal.<ref>Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]</ref>
* '''Ankylosaurs''' - Megafauna found on Dino-worlds, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.<ref name="Zoutera"/>
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* '''Ankylosaurs''' - Megafauna found on Dino-worlds, likely reproductions of the dinosaurs of the same name resurrected though genetic engineering.<ref name="Zoutera"/>
* '''Blue mammoths''' - Megafauna found on Dino-worlds, likely reproductions of the ancient elephantid of the same name resurrected through genetic engineering, and possibly with modifications similar to the [[muffalo]] to make them blue. Mammoth burial grounds are mentioned as existing on the world of Zoutera, however whether this is natural behavior like the mythical "elephant's graveyard" or something created by the human inhabitants of that world is unclear.<ref name="Zoutera"/>
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* '''Blue mammoths''' - Megafauna found on Dino-worlds, likely reproductions of the ancient elephantid of the same name resurrected though genetic engineering, and possibly with modifications similar to the [[muffalo]] to make them blue. Mammoth burial grounds are mentioned as existing on the world of Zoutera, however whether this is natural behavior like the mythical "elephant's graveyard" or something created by the human inhabitants of that world is unclear.<ref name="Zoutera"/>
* '''Novoraptors'''- Megafauna found on Dino-worlds, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected through genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.<ref name="Zoutera"/>
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* '''Novoraptors'''- Megafauna found on Dino-worlds, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected though genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.<ref name="Zoutera"/>
 
* '''Thorny Devil''' - A reptile discovered by Venus 'Unay' David. Relation to the real species ''moloch horridus'', also called the thorny devil, is unknown, but presumably they are distinct.<ref>Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]</ref>
 
* '''Thorny Devil''' - A reptile discovered by Venus 'Unay' David. Relation to the real species ''moloch horridus'', also called the thorny devil, is unknown, but presumably they are distinct.<ref>Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]</ref>
  
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In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.
 
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.
  
Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicians and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.
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Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicans and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.
  
 
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.
 
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.

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