Outlanders
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Outlanders are industrial tech level factions that populate the rimworld. There are two types of outlanders: civil outlanders, which start out neutral, and rough outlanders, which start out hostile but can be befriended.
Outlanders use the same equipment and technology as pirates, but they do not behave the same. Unlike Pirates, Outlanders can be made into allies by sending gifts, trading, or releasing prisoners. 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 they can be negotiated with.
Lore[edit]
"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." - In-game description
In the core game, Outlander faction leaders are called "Prime Councilors", but with the Ideology DLC enabled the leader titles are that of their ideoligion.
Names[edit]
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The name of the Outlander factions vary from game to game, but follows one of several patterns:
- [nearnameinitial]
- [nearnameinitial] [political_union_outlander]
- [nearnameinitial] [political_adjective] [political_union_outlander]
- [political_union_outlander] of [nearnameinitial]
- [political_adjective] [political_union_outlander] of [nearnameinitial]
Where [nearnameinitial] can be either:
- [PlaceOutlander]
- [Direction] [PlaceOutlander]
Variants[edit]
There are three primary variants of outlanders. They differ in their description and their relations with the player and other factions, but are otherwise identical.
Civil outlander union[edit]
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[edit]
This particular group has a streak of barbarity in them.
Rough outlander unions always start off hostile towards your faction, 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.
Rough pig union[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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.
Rough pig unions are, in essence, rough outlander unions that are exclusively populated with outlanders with the pigskin xenotype. They also have some custom pawnkinds available to them to reflect that change, the primary difference being the use short ranged weapons because of their genetic nearsightedness.
Rough pig unions always start off hostile towards your faction, 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.
Pawns[edit]
Outlander pawns will have backstories from the "Outlander" category 95% of the time, and from the "Offworld" category 5% of the time.
Outlanders[edit]
Mercenaries[edit]
These elite units types join both outlanders and pirates in their ranks in the mid-to-late game.
Xenotypes[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
The table below describes the chance for a given pawn from each faction being one of the xenotypes added by the Biotech DLC. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
Civil outlander union | ||
---|---|---|
Xenotype | Chance | |
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Dirtmole | 5% |
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Genie | 2.5% |
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Highmate | 0% |
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Hussar | 5% |
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Impid | 0% |
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Neanderthal | 2.5% |
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Pigskin | 0% |
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Sanguophage | 0% |
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Waster | 0% |
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Yttakin | 0% |
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Baseliner | 85% |
Rough outlander union | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 5% |
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Genie | 2.5% |
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Highmate | 0% |
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Hussar | 5% |
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Impid | 0% |
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Neanderthal | 2.5% |
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Pigskin | 0% |
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Sanguophage | 0% |
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Waster | 0% |
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Yttakin | 0% |
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Baseliner | 85% |
Rough pig union | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 0% |
![]() |
Genie | 0% |
![]() |
Highmate | 0% |
![]() |
Hussar | 0% |
![]() |
Impid | 0% |
![]() |
Neanderthal | 0% |
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Pigskin | 100% |
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Sanguophage | 0% |
![]() |
Waster | 0% |
![]() |
Yttakin | 0% |
![]() |
Baseliner | 0% |
Raids[edit]
??
Faction bases[edit]
??
Version history[edit]
- 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Smoke grenadier pawnkind added.