Quests

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World quests are a new class of incidents that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.

Bandit camp opportunity

A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.

Caravan request

A nearby faction base requests a delivery of a specific item and will give payment after delivery is complete. You will need to gather up those resources and deliver them before the time limit is up.

Item quality

Currently the base doesn't give two hoots about the quality and durability of the item you're going to give them, so you can choose to make or find some lower-quality items to give them. They will still pay you the full amount even if you bring items of Awful quality at 1% health.

Similarly, there isn't much point in going the extra mile to make quality items since they won't pay any extra for those. Save them for yourself.

Item stash opportunity

The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.

Peace talks opportunity

A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.

You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.

Bringing along prisoners to release has no effect on the outcome.

Outcome chances

The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.

  • At 0% power, the bad outcome factor is 4.
  • At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
  • At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.

The new weight of each outcome is calculated afterwards.

  • Triumph = 0.1 * ( 1 / Bad Outcome Factor)
  • Success = 0.55 * ( 1 / Bad Outcome Factor)
  • Flounder = 0.2
  • Backfire = 0.1 * Bad Outcome Factor
  • Disaster = 0.05 * Bad Outcome Factor

The sum total of the new weights is then calculated.

Finally, the probability of each outcome is calculated:

Probability of each outcome = New Weight ÷ Sum Total of Weights


Example

Take a level 15 Social negotiator as an example:

  1. The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
  2. The new weight of each outcome, to 3 d.p.:
    • Triumph = 0.1 * ( 1 / 0.7) = 0.143
    • Success = 0.55 * ( 1 / 0.7) = 0.786
    • Flounder = 0.2
    • Backfire = 0.1 * 0.7 = 0.07
    • Disaster = 0.05 * 0.7 = 0.035
  3. The sum total of new weights is calculated:
    • 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
  4. Finally, the probability of each event, to 2 d.p.:
    • Triumph = 0.143 / 1.234 = 11.58%
    • Success = 0.786 / 1.234 = 63.69%
    • Flounder = 0.2 / 1.234 = 16.21%
    • Backfire = 0.07 / 1.234 = 5.67%
    • Disaster = 0.035 / 1.234 = 2.84%

Journey offer

Unlike most other world quests, this is played out on a map with a size similar to that of your bases. In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger.

Setting off

You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.

To bring as much food as possible, make pemmican, as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring packaged survival meals as well as these last indefinitely.

Journey offers tend to spawn as far away as possible, meaning you will need to pack food for years. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring muffalo with you. Muffalo will not use up your precious food supplies, but can slow down your caravan due to their slower speeds.
A single muffalo can bring 4083 pemmican (enough for 127.6 days for a lone colonist, though it will rot before all is consumed) or 183 packaged survival meals (86.9 days for a lone colonist).

Alternatively, you can bring the alpaca. They carry half the amount of muffalos, but are slightly faster (3.80 c/s vs muffaloes' 3.60) and also graze.

Trading for supplies

A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supples as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.

Carrying lots of high-value items will attract pirates so be well-guarded.

Base hopping

A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.

If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.

Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.

Settling down

Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days assuming you don't use cheese tactics (see below).

Base building

After settling down, you should at least build some simple structures for your colonists to live in and wait out the activation time.

You should get a barracks or dormitory, as well as a common room (dining + rec room). A simple warehouse and freezer may also be useful, but is not essential to survival.

Defenses

You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials.

Ship reconstruction

By deconstruction and rebuilding the ship reactor in the middle of the ship, you can completely skip the wait time and take off. This requires you have already completed the relevant research.

You can also expand the ship by adding additional cryptosleep caskets for colonists to hibernate in.