Tribes

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For the New or Lost Tribe colony type or the backstory type, see Scenario system and Backstories.

Tribes are nominally neolithic tech level factions, however in reality they field equipment from the medieval level as well. There are three types of tribes: the gentle tribe, which start out neutral, the fierce tribe, which start out hostile but can be befriended, and the savage tribe, which are permanently hostile.

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. 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 such as the Doomsday rocket launcher or Frag grenades. Fast firing weapons such as the minigun and the heavy SMG are also suggested.

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.

Lore

"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." - In-game description

Tribal faction leaders are called the "Chief".

Names

The name of the Tribal factions vary from game to game, but follows one of several patterns:

  • [Tribal Word] [Tribal Political Union]
  • The [Tribal Word] [Tribal Political Union]
  • The [Color] [Terrain Feature] [Tribal Political Union]
  • [Tribal Political Union] of [Tribal Word]
  • The [Color] [Animal] [Tribal Word]
  • The [Tribal Political Union] of the [Terrain Feature]

Where:

  • [Animal] and [Terrain Feature] are one of 179 and 48, respectively, different common nouns of that category. E.g. Condor or Valley. They are not listed due to length.
  • [Tribal Word] is one of 89 words which appear to be, in part or totally, of Galician origin - a Romance Language spoken predominantly in Galicia, Spain. E.g. Abeneiro, meaning a Black Alder tree, or Miñoca, meaning Earthworm. They are not listed due to length.
  • [Color] and [Tribal Political Union] are replaced by one of the following:
Part Word
[Tribal Political Union] Union Nation Confederacy Confederation Alliance Kin league Covenant Treaty Pact Coalition Kinship People Tribe
[Color] Red Blue Green Purple Black White Gray Orange

Examples:

  • Cambiar Kin League
  • The Black Mesa Commonwealth
  • The Blue Boomrat Tribe

Variants

There are three primary types of tribes. They differ in their description and their relations with player and other factions, but are otherwise identical.

Gentle tribe

Faction icon for the Gentle Tribe

"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.

Faction icon for the Fierce Tribe

Fierce tribe

"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.

Faction icon for the Savage Tribe

Savage tribe

"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.

Pawns

Tribal pawns will always have backstories from the "Tribal" category. Tribal fighters are typically weak but expendable. They never carry silver or medicine. They carry pemmican as food.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
Additional Info
Penitent Penitent2056.png 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 Archer1557.png 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 Warrior1557.png 60 50-180 Poor 200-300 150 Ikwa Up to 60 Always has a war veil.
Hunter Hunter1722.png 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 Berserker1722.png 90 100 Normal 200-550 300 Spear Up to 60 Always has a war mask.
Heavy Archer HeavyArcher1722.png 90 100 Normal 200-550 250 Greatbow Pila Up to 60 Always has a war mask. Can never have the Brawler trait.
Archer chief Chief1557.png 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 MeleeChief2056.png 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.

Raids

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Faction bases

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Version history

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