- 1 Colonists
- 2 Prisoners
- 3 Raiders
- 4 Drifters
- 5 Traders
- 6 Visitors
Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific skills, positive and negative traits, and a character backstory. In general, every human is a colonist except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.
Prisoners are people, usually raiders or hostile tribals, who have been taken captive by a Colonist. They are unable to leave their prison barracks and can only use facilities (such as a food dispenser or equipment rack) on their own if they are placed inside the prison barracks. You should also notice that your colonists won't interact with objects in the prisoner's cell. For example, if you turn a recently-mined-out compacted steel vein into a cell, but there is still some metal on the ground, your colonists won't haul it away.
Raiders are enemies that spawn in groups at semi-regular intervals. Group size, health, skill, and equipment depend on both the set game difficulty and the time already elapsed in the game. Typically on Tough Cassandra Classic only one wounded raider spawns in the first group. The subsequent group has 3-5 raiders, and eventually, there are groups of more than 20 raiders with the lowest health being above 80. Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
Raiders can enter "steal" mode if they see enough value. In this mode, they will grab your stuff and carry it off.
If the raiders see that they are losing, they may most likely flee, or try and kidnap downed colonists by letting some do the actual kidnapping and some covering them. After one of your colonists has been kidnapped, a ‘ransom demand’ incident can fire, demanding silver for the colonists that has been kidnapped.
They can spawn with both ranged or melee weapons, all melee with personal shields (for Pirates or Outlanders), or all ranged.
As of Alpha 15 (August 28st, 2016), raiders steal a bit more often now.
Drifters are people who will randomly spawn on the edges of your map, accompanied by a message describing what their Adulthood Trait is, as well as their name. Their current status is shown as male/female drifter, and shows what equipment they have.
In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell resources, gear, slaves/prisoners, and other valuable items. They will also sometimes sell furniture and pack dromedaries.
Trade caravans consist of one or more friendly faction members, with most caravans having pack animals and tamed animals in tow. To trade with a passing caravan, direct a colonist (preferably with high social skill) to speak with the caravan member with a yellow question mark above their head.
Trading vessels will often pass within comms range, and stay there for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. A simple notice at the top of the screen will declare when the trading vessel has left comms range and can no longer be traded with.
Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.
As of Alpha 14 (July 15th, 2016), the interface also now lets you type in the number you want to trade instead of dragging to the number.
How to Trade
Visitors and trade caravans from friendly factions will randomly visit the colony. Both visitor and trade caravan event will cause an alert letter to be send to the player. To initiate a trade, order a colonist to interact with the visitor having a yellow question mark above their head. Any item located within one of the colony's stockpiles will be eligible to sell and appear in the trade window. If any items are purchased, they will spawn in the location where the trader stood when trading completed.
You can request traders by calling allied factions. It costs 600 silver, which can be reduced to 300 silver if you are friendly with the faction (goodwill above 40).
To enable trading with orbital traders, a colony must have a powered comms console, and at least one powered orbital trade beacon. To initiate a trade, order a colonist to interact with the comms console after the alert letter is received. As of Alpha 13 (April 6th, 2016), the orbital trade beacon does not need to be located outdoors nor have access to outdoor tiles. Only items located within the range of an orbital trade beacon will appear in the trade window. Colonies may place multiple orbital trade beacons to expand the number of items that can be eligible for trade. If any items are purchased, they will be sent to an outdoor beacon's zone via drop pods. If no beacons have outdoor tiles, drop pods will phase through constructed roofs. If all tiles are covered in thin rock roof or overhead mountain, drop pods will appear at the nearest eligible tile to the beacon.
Prisoners can be sold directly from their cell, even if the cell is not in range of a beacon, and tamed animals can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their skills, capabilities, and injuries. The training level of a sold animal is factored into the sell price. Any colonist can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the social skill of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.
The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.
|ALL||ONE||positive = buy
negative = sell
|may type # here|
Note that prices listed in green are cheap, and prices listed in red are expensive.
Your items that the trader doesn't deal in are shown grayed out at the bottom of the list. To trade those items, you'll need to contact the right kind of trader.
Food items that are rotting and animals that have been downed (whether due to starvation or injury) are not listed for trade.
Types of Traders
- Visitors are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.
- Trade caravans are large groups that carry their goods on pack muffalo or dromedaries, depending on climate. They have a moderate amount of items and silver to buy trade with.
- Orbital traders are traders which have no physical presence. They have large amounts of items and silver to trade with.
- Neolithic traders are tribal in nature and will be limited to selling neolithic level items.
- Outlander traders come from other colonies on your rimworld and are not restricted to a specific technology level of items.
While the game does not specify where orbital traders hail from, the technologically advanced nature of items that they carry generally indicates that they are from midworlds, urbworlds or glitterworlds.
- Bulk goods traders buy and sell basic materials such as steel, wood, components, gold, textiles, and food.
- Combat suppliers buy and sell melee weapons, ranged weapons, armor, medicine, and implants.
Outlander or Orbital
- Exotic goods traders buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.
- Pirate merchants buy and sell slaves, armor, implants, medicine, and rare animals.
- Slavers are essentially renamed pirate merchants (see above).
Orbital Bulk Goods Trader
Orbital bulk goods traders deal in foods, textiles, and materials.
|Name||Price||Min Stock||Max Stock||Avg Stock|
|Chocolate||random||0||2000 worth||650 worth|
|Beer||random||0||2000 worth||650 worth|
Groups of items:
Exotic Goods Trader
Exotic Goods Traders deal in rare and valuable items such as AI Persona Cores, sculptures, televisions, telescopes, apparel, bionic body parts, neurotrainers, some Furniture, gold, uranium, and Glitterworld Medicine. May also carry animals of the wilder variety.
Pirate Merchants deal in slaves/prisoners, weapons, body parts, medicine, and beer. The chance of a trade ship carrying prisoners should go down as colony population goes up.
Visitors are friendly faction members that come and mill about the player's colony. Sometimes one of the them has items to trade, indicated by a question mark. Their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. When leaving, visitors will often rescue their own downed pawns.