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'''Factions''' are the main source of NPC interactions in-game. They are organisations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|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.
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'''Factions''' are the main source of NPC interactions in-game. They are organisations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction Relationships|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.
 
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.
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''"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."''
 
''"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.<ref>https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button</ref> They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers.  
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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 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.
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==== Yttakin Pirates ====
 
==== Yttakin Pirates ====
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
''"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."''
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''"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.\n\nOriginally 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.
 
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.
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==== Waster Pirates ====
 
==== Waster Pirates ====
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
''"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."''
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''"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.\n\nTheir 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.
 
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.
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===Insectoids===
 
===Insectoids===
{{Main|Insectoids}}
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''Main article:[[Insectoids]]''
  
 
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|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.
 
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|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.
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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.
 
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.
 
=== Cult ===
 
{{Anomaly|section=1}}
 
Cults are an unlisted faction, comprised of crazed cultists that has the capability of conducting Anomaly-based dark rituals upon raiding the colony multiple times. They have the capability of either causing [[Skip]] abduction, or drawing out [[Fleshbeast]]s 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 ===
 
=== Minor "Gentle" Tribe ===
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*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.
 
*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.
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*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 intimidating or predatory animal or weapon names.
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*Pirates generate more 'badass' and violent names. They also tend to use predatory 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.
 
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.
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*'''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.
 
*'''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 [[Tribes#Savage_tribe|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.
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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. Note that all [[Tribes#Savage_tribe|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 ===
 
=== Improving Relations ===
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* Via [[Events]]:
 
* 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 [[Events#Transport_pod_crash|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)
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** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|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.
 
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.
 
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.
 
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.
 
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.
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* 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 tribe]]s), there is never any relation bonus.
 
* 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 tribe]]s), there is never any relation bonus.
 
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.
 
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.
* Sending them gifts can help improve relations, at a rate of +1 per 160 silver gifted. Sending 1 Thrumbo calf gives +6 Goodwill.
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* Sending them gifts can help improve relations.
  
  
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|-
 
|-
 
| Shattered Empire || 70% || 15% || 0% || 10% || 5% || 0% || 0% || 0% || 0%
 
| Shattered Empire || 70% || 15% || 0% || 10% || 5% || 0% || 0% || 0% || 0%
|-
 
| Horax Cult || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%
 
|-
 
| Dark Entities (Shamblers) || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%
 
 
|}
 
|}
  
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* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.
 
* [[Version/0.13.1135|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.
 
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
{{nav|factions}}
 
{{nav|factions}}

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