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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.
 
'''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.
 
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 will also occasionally provide [[quests]].
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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."''
 
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.
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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".
  
  
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''"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."''
 
''"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 "[[Impids|Impid]]". These faction replace the default appearing faction for Savage Tribe faction.
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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 "[[Impids|Impid]]".
  
 
==== Cannibal tribe ====
 
==== Cannibal tribe ====
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''"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"''
 
''"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.
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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".
  
 
==== Refugees ====
 
==== Refugees ====
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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. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds."''
 
''"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.
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With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the Xenotype "Yttakin".
  
 
==== Waster Pirates ====
 
==== Waster Pirates ====
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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. 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."''
 
''"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.
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With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the Xenotype "Waster".
  
 
=== Empire ===
 
=== Empire ===

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