- 1 Human-led factions
- 2 Leaderless factions
- 3 Factionless humans
- 4 Faction naming
- 5 Faction bases
- 6 Faction Relationships
- 7 Events
Factions are the main source of NPC interactions in-game.
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).
Human factions always have a leader, and are displayed by default in the faction tab.
"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 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 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.
"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
"This particular group holds civil behavior in high regard."
Civil outlander unions always start off neutral. This type of faction has a nautral 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.
Rough outlander union
"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.
"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).
Note: Requires Royalty DLC
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.
These factions don't have a single leader, but they still show up in the game (usually to cause trouble)
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 improvised 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.
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.
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.
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.
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 Spanish words.
- Pirates generate more 'badass' and violent names. They also tend to use 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.
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. A defeated faction cannot send raids or appear in quests.
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.
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.
There are multiple ways to boost relations with factions. Note that none of these work on pirates.
- 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.
There are several ways to make an enemy out of a faction, most being unintentional.
- 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 faction 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.
- Removing organs also lowers reputation by 20.
- If visiting allies 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. 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.
Prior to 1.0 hitting faction members by accident also caused relation damage.
- For strategies for defense against raids, see Defense tactics .
- For strategies for attacks against hostile factions, see Offense tactics .
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.
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.
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.
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.
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.
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.
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, 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.
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.
A faction base near your colony requests some items, and in exchange offers silver or items at a higher than normal price in exchange.
The request will expire if ignored.
Bandit camp opportunity
A faction request that you attack a bandit outpost. After destroying the camp they will offer payment and relations will improve.
The bandit outpost is smaller and less well-defended than a regular faction base. The bandits won't leave on their own if ignored, so you will eventually have to drive them out.