"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+) unless you are also a tribal faction, 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. They can easily overwhelm your defenses. The advised way of dealing with them is using Area of Effect weapons.
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 particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples."
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.
"This particular tribe values warlike dominance; it may be difficult to turn them into an ally."
Fierce tribes always start off hostile towards your colonists, as well as to 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.
In 1.0 or earlier, they used to be known as savage tribes.
"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. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.
If neutral or allied, these units show up as traders or allies. If hostile, they show up as raiders.
|Pawn Type||Image||Combat Power||Gear Health (%)||Avg. Gear Quality||Clothing Budget||Weapon Budget||Available Weapons||Age Range||Additional Info|
|Penitent||35||20-110||Poor||50-100||90-150||Club Knife||Up to 60||15% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand|
|Archer||48||50-180||Poor||180-350||80||Short bow||Up to 60||3% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand . Can never have the Brawler trait.|
|Warrior||60||50-180||Poor||200-300||150||Ikwa||Up to 60||Always has a war veil.|
|Hunter||65||50-180||Normal||200-300||100||Recurve bow||Up to 60||Always has a war veil. Can never have the Brawler trait.|
|Trader||?||65||50-180||Normal||200-300||100||Recurve bow||Up to 60||Always has a tribal headdress. Can never have the Brawler trait.|
|Berserker||90||100||Normal||200-550||300||Spear||Up to 60||Always has a war mask.|
|Heavy Archer||90||100||Normal||200-550||250||Greatbow Pila||Up to 60||Always has a war mask. Can never have the Brawler trait.|
|Archer chief||130||100||Normal||450-750||500-1000||Greatbow||At least 30||Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader. Can never have the Brawler trait.|
|Berserker chief||130||100||Normal||450-750||500-1000||Longsword Spear||At least 30||Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader.|