Factions

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Factions are the main source of NPC interactions in-game. They are organisations whose members may appear as visitors, traders, guests, or raiders depending on the faction's type and relationship with the player's faction, or in their own faction bases around the map. For most factions, the 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.

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[edit]

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).

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.

Tribes[edit]

"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.[1] 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.

Gentle tribe[edit]

"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.

If Ideology DLC is enabled in the game, this tribe will have a random Ideoligion.

Fierce tribe[edit]

"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.

If Ideology DLC is enabled in the game, this tribe will have a random Ideoligion.

Fierce Neanderthal Tribe[edit]

"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[edit]

"This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!"

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[edit]

"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 "Impid". These faction replace the default appearing faction for Savage Tribe faction.

Cannibal tribe[edit]

"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 ideoligions with "Cannibal" as one of the Memes.

Nudist tribe[edit]

"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.

This tribe will always have an Ideoligion with the "Nudist" meme.

Outlanders[edit]

"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."

Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as sniper rifles. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.

Civil outlander union[edit]

"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.

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[edit]

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[edit]

"This particular group has a streak of barbarity in them."

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[edit]

"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[edit]

"A group of outlander refugees claiming to have lost their home."

A hidden outlander micro-faction create for each instance of the 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[edit]

"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).

If Ideology DLC is enabled in the game, this pirate gang will always have an Ideoligion with "Raider" as one of the Memes.

Cannibal Pirate Gang[edit]

"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 ideoligions with "Cannibal" as one of the Memes.

Yttakin Pirates[edit]

"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[edit]

"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[edit]

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[edit]

These factions don't have a single leader, but they still show up in the game (usually to cause trouble)

An example of hidden factions in 1.1

Mechanoids[edit]

The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in five forms: Centipedes, Lancers, Pikemen, Scythers and Termites.

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.

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-turrets 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.

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.

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 "Ancient Ship Crash" event, in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.

Insectoids[edit]

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. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.

Ancients[edit]

Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside ancient shrines. 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.

Entities[edit]

All hostile entities make up an unlisted faction, simply referred to as "Dark entities". They can vary from basic entities like Shamblers, Ghouls, and Fleshbeasts, up to more advanced ones such as Revenants and Metalhorrors. Hostile Creepjoiners and aggressive duplicates may also be assigned to this faction. The dark entities are permanently hostile to all other factions, with the exception of Insectoids.

Horax cult[edit]

Horax cults, always given the name "The Servants of Horax" are an unlisted faction, comprised of crazed cultists that has the capability of conducting psychic rituals upon raiding the colony multiple times. They have the capability of either causing Skip abductions, or drawing out Fleshbeasts 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[edit]

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[edit]

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.
  • 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[edit]

Each on-world faction has a randomly generated name for it.

  • 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.
  • Pirates generate more 'badass' and violent names. They also tend to use intimidating or predatory animal or weapon names.
  • Mechanoids always generate with a short, futuristic-sounding name followed by 'mechhive'.
  • The EmpireContent added by the Royalty DLC will generate with an imperial-sounding name, being referred to as an 'Empire', 'Dominion' or 'Imperium', for example.
  • Waster piratesContent added by the Biotech DLC will use trash words, such as 'garbage', 'filth', or 'venom', followed by a collective noun such as 'crew' or 'party'.
  • Pig unionsContent added by the Biotech DLC, impid tribesContent added by the Biotech DLC, and yttakin piratesContent added by the Biotech DLC will use names similar to that of their respective xenotypes.

Some factions will always generate with a fixed name.

  • Insect genelines will always generated with the name 'Sorne Geneline'.
  • Ancients, both neutral and hostile, always generate with the name 'Ancients'.
  • CultistsContent added by the Anomaly DLC will always use the name 'The Servants of Horax', and additionally, if Ideology is active, they will always generate with a fixed Ideoligion named 'Nightmare Deep'.
    • Despite this being their in-game name, the letter label used to inform of their arrival simply states 'Raid: Horax cultits'.


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[edit]

Factions have many bases generated when the world is created, which can be traveled to by forming a caravan or launching transport pods. 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.[2] A defeated faction cannot send raids or appear in quests.

Faction relations[edit]

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[edit]

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).

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).

  • Hostile factions send raids towards your base. They are not interested in trade of any kind.
  • 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 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[edit]

There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.

  • 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 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)
    • Destroying raider outposts bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.
    • Fulfilling 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 tribes), 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 variable rate of +1 per 40-160 silver/market value gifted depending on current goodwill with lower goodwill corresponding to a lower silver cost.
  • Performing Rituals with the "Nearby faction goodwill" reward, giving either +10 or +20 to the faction closest the settlement {{Check Tag|offsite?|does performing the ritual in worksite camps or destroyed faction settlements give goodwill to the nearest faction for that tile]]


Legacy methods:

  • 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[edit]

There are several ways to make an enemy out of a faction, most being unintentional.

  1. 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.
  2. 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.
  3. Removing organs or limbs without a valid reason (such as infection) also lowers goodwill by 20. Extracting hemogen Content added by the Biotech DLC from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.
  4. 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.[3] Hostile factions are not affected, and attacks from pirates won't greatly damage relations.
  5. 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.
  6. 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.
  7. Casting hostile or neutral psycastsContent added by the Royalty DLC 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.
  8. Dumping toxic wastepacks Content added by the Biotech DLC via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.
  9. Performing a Psychic Ritual on a faction's pawn will damage goodwill. Template:Check tag

Prior to 1.0 hitting faction members by accident also caused relation damage.

Events[edit]

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.

Raids[edit]

Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page Raiders.

Leader Assault[edit]

Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.

Faction Assistance[edit]

Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of their enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time. Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver. Note that rescuing any downed allies is a good way to keep relations high with them.

Travelers[edit]

This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.

They will fight if they happen to encounter any hostiles while passing by.

Visitors[edit]

This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.

This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.

Trade Caravan[edit]

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.

Factions tend to have trade items based on their tech level, though this is not an absolute rule.

Quests[edit]

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.

Xenotypes and Factions[edit]

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.

Baseliner Hussar Dirtmole Genie Neanderthal Pigskin Impid Yttakin Waster
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 unionContent added by the Biotech DLC 0% 0% 0% 0% 0% 100% 0% 0% 0%
Gentle tribe 100% 0% 0% 0% 0% 0% 0% 0% 0%
Cannibal tribeContent added by the Ideology DLC 100% 0% 0% 0% 0% 0% 0% 0% 0%
Nudist tribeContent added by the Ideology DLC 100% 0% 0% 0% 0% 0% 0% 0% 0%
Fierce tribe 100% 0% 0% 0% 0% 0% 0% 0% 0%
Fierce neanderthal tribeContent added by the Biotech DLC 0% 0% 0% 0% 100% 0% 0% 0% 0%
Savage tribe 100% 0% 0% 0% 0% 0% 0% 0% 0%
Savage impid tribeContent added by the Biotech DLC 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 piratesContent added by the Biotech DLC 0% 0% 0% 0% 0% 0% 0% 100% 0%
Waster piratesContent added by the Biotech DLC 2.5% 5% 5% 2.5% 5% 2.5% 2.5% 72.5% 72.5%
Cannibal pirate gangContent added by the Ideology DLC 70% 5% 10% 2.5% 2.5% 2.5% 2.5% 2.5% 2.5%
Shattered empireContent added by the Royalty DLC 70% 15% 0% 10% 5% 0% 0% 0% 0%
Horax cultContent added by the Anomaly DLC 85% 5% 5% 2.5% 2.5% 0% 0% 0% 0%
Dark Entities (Shamblers)Content added by the Anomaly DLC 70% 5% 10% 2.5% 2.5% 2.5% 2.5% 2.5% 2.5%



Version history[edit]

  • 0.3.410 - Raiders 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
  • 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.
  • 1.3.3117 - Fix: When a faction is defeated the faction goodwill number and relation label overlap.