Difference between revisions of "Tribes"

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(→‎Variants: Clean up)
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==Variants==
 
==Variants==
[[File:GentleTribe.png|64px|thumb|right|Faction icon for the Gentle Tribe]]
+
 
[[File:FierceTribe.png|64px|thumb|right|Faction icon for the Fierce Tribe]]
 
[[File:SavageTribe.png|64px|thumb|right|Faction icon for the Savage Tribe]]
 
[[File:CannibalTribe.png|thumb|right|Faction icon for the Cannibal Tribe]]
 
[[File:NudistTribe.png|thumb|right|Faction icon for the Nudist Tribe]]
 
[[File:FierceNeanderthalTribe.png|thumb|right|Faction icon for the Fierce Neanderthal Tribe]]
 
[[File:SavageImpidTribe.png|thumb|right|Faction icon for the Savage Impid Tribe]]
 
 
There are three primary types of tribes, two additional variants added by the [[Ideology DLC]] and two variants added by the [[Biotech DLC]] . The primary tribes differ in their description and their relations with player and other factions, but are otherwise identical.
 
There are three primary types of tribes, two additional variants added by the [[Ideology DLC]] and two variants added by the [[Biotech DLC]] . The primary tribes differ in their description and their relations with player and other factions, but are otherwise identical.
 
=== Gentle tribe ===
 
=== Gentle tribe ===
 
+
[[File:GentleTribe.png|50px|left]]
''"This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples."''
+
{{Quote|''This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.''}}
  
 
Gentle tribes always start off neutral. This type of faction has a natural 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.
 
Gentle tribes always start off neutral. This type of faction has a natural 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.
  
 
=== Fierce tribe ===
 
=== Fierce tribe ===
 
+
[[File:FierceTribe.png|50px|left]]
''"This particular tribe values warlike dominance; it may be difficult to turn them into an ally."''
+
{{Quote|''This particular tribe values warlike dominance; it may be difficult to turn them into an ally.''}}
  
 
Fierce tribes always start off hostile towards your colonists, as well as to 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.
 
Fierce tribes always start off hostile towards your colonists, as well as to 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.
Line 90: Line 84:
  
 
=== Savage tribe ===
 
=== Savage tribe ===
 
+
[[File:SavageTribe.png|50px|left]]
''"This particular tribe has a blood-and-honor culture; you will not be able to ally with them!"''
+
{{Quote|''This particular tribe has a blood-and-honor culture; you will not be able to ally with them!''}}
  
 
Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.
 
Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.
Line 97: Line 91:
 
=== Cannibal tribe ===
 
=== Cannibal tribe ===
 
{{Ideology|section=1|No category}}
 
{{Ideology|section=1|No category}}
''"This particularly vicious tribe believes eating the flesh of their enemies is a great honor."''
+
[[File:CannibalTribe.png|50px|left]]
 +
{{Quote|''This particularly vicious tribe believes eating the flesh of their enemies is a great honor.''}}
  
 
Cannibal tribes will always have the Cannibal Meme. Their goodwill is locked at -100, and will always remain hostile.
 
Cannibal tribes will always have the Cannibal Meme. Their goodwill is locked at -100, and will always remain hostile.
  
Ideoligion:
+
'''Ideoligion:'''
 
* [[Ideoligion#Cannibal|Cannibal]] required
 
* [[Ideoligion#Cannibal|Cannibal]] required
 
* [[Ideoligion#Nudism|Nudism]] disallowed
 
* [[Ideoligion#Nudism|Nudism]] disallowed
Line 109: Line 104:
 
=== Nudist tribe  ===
 
=== Nudist tribe  ===
 
{{Ideology|section=1|No category}}
 
{{Ideology|section=1|No category}}
''"This particular tribe believes that covering one's body is wrong."'''
+
[[File:NudistTribe.png|50px|left]]
 +
{{Quote|''This particular tribe believes that covering one's body is wrong.''}}
  
 
Nudist tribes will always have the Nudism Meme. They always start off neutral, with a natural goodwill range from -50 to 50.
 
Nudist tribes will always have the Nudism Meme. They always start off neutral, with a natural goodwill range from -50 to 50.
Ideoligion:
 
* [[Ideoligion#Nudism|Nudism]] required
 
  
 
Nudist tribe [[faction base]]s will preferentially spawn in temperate areas, with them being all but absent in colder climates.{{Check Tag|Detail|Mechanical detail needed - see minSettlementTemperatureChanceCurve in Ideo's Factions_Misc.xml}}
 
Nudist tribe [[faction base]]s will preferentially spawn in temperate areas, with them being all but absent in colder climates.{{Check Tag|Detail|Mechanical detail needed - see minSettlementTemperatureChanceCurve in Ideo's Factions_Misc.xml}}
 +
 +
'''Ideoligion:'''
 +
* [[Ideoligion#Nudism|Nudism]] required
  
 
=== Fierce neanderthal tribe ===
 
=== Fierce neanderthal tribe ===
 
{{Biotech|section=1|No category}}
 
{{Biotech|section=1|No category}}
''"An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability.  
+
[[File:FierceNeanderthalTribe.png|50px|left]]
 +
{{Quote|''An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability.  
  
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".
 
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".
Line 127: Line 125:
 
=== Savage impid tribe ===
 
=== Savage impid tribe ===
 
{{Biotech|section=1|No category}}
 
{{Biotech|section=1|No category}}
''"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."''
+
[[File:SavageImpidTribe.png|50px|left]]
 +
{{Quote|''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 "Impid".
 
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 "Impid".

Revision as of 15:18, 14 September 2023

Tribes are nominally neolithic tech level factions, however in reality they field equipment from the medieval level as well. There are three types of tribes in the base game: the gentle tribe, which start out neutral, the fierce tribe, which start out hostile but can be befriended, and the savage tribe, which are permanently hostile. There are two two additional tribe variants included with the Ideology DLC: the cannibal tribe, a permanently hostile tribe obsessed with eating human meat, and the nudist tribe, a tribe that starts out neutral and does not like to wear clothing.

People from this faction are usually very hard to recruit (difficulty 80+) unless you are also a tribal faction, though it is possible to do so. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. They can easily overwhelm your defenses. The advised way of dealing with them is using area of effect weapons such as the Doomsday rocket launcher or Frag grenades. Fast firing weapons such as the minigun and the heavy SMG are also suggested.

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.

Lore

"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." - In-game description

Tribal faction leaders are called the "Chief".

Names

The name of the Tribal factions vary from game to game, but follows one of several patterns:

  • [Tribal Word] [Tribal Political Union]
  • The [Tribal Word] [Tribal Political Union]
  • The [Color] [Terrain Feature] [Tribal Political Union]
  • [Tribal Political Union] of [Tribal Word]
  • The [Color] [Animal] [Tribal Word]
  • The [Tribal Political Union] of the [Terrain Feature]

Where:

  • [Animal] and [Terrain Feature] are one of 179 and 48, respectively, different common nouns of that category. E.g. Condor or Valley. They are not listed due to length.
  • [Tribal Word] is one of 89 words which appear to be, in part or totally, of Galician origin - a Romance Language spoken predominantly in Galicia, Spain. E.g. Abeneiro, meaning a Black Alder tree, or Miñoca, meaning Earthworm. They are not listed due to length.
  • [Color] and [Tribal Political Union] are replaced by one of the following:
Part Word
[Tribal Political Union] Union Nation Confederacy Confederation Alliance Kin league Covenant Treaty Pact Coalition Kinship People Tribe
[Color] Red Blue Green Purple Black White Gray Orange

Examples:

  • Cambiar Kin League
  • The Black Mesa Commonwealth
  • The Blue Boomrat Tribe

Variants

There are three primary types of tribes, two additional variants added by the Ideology DLC and two variants added by the Biotech DLC . The primary tribes differ in their description and their relations with player and other factions, but are otherwise identical.

Gentle tribe

GentleTribe.png

This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.

Gentle tribes always start off neutral. This type of faction has a natural 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.

Fierce tribe

FierceTribe.png

This particular tribe values warlike dominance; it may be difficult to turn them into an ally.

Fierce tribes always start off hostile towards your colonists, as well as to 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.

In 1.0 or earlier, they used to be known as savage tribes.

Savage tribe

SavageTribe.png

This particular tribe has a blood-and-honor culture; you will not be able to ally with them!

Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.

Cannibal tribe

CannibalTribe.png

This particularly vicious tribe believes eating the flesh of their enemies is a great honor.

Cannibal tribes will always have the Cannibal Meme. Their goodwill is locked at -100, and will always remain hostile.

Ideoligion:

Nudist tribe

NudistTribe.png

This particular tribe believes that covering one's body is wrong.

Nudist tribes will always have the Nudism Meme. They always start off neutral, with a natural goodwill range from -50 to 50.

Nudist tribe faction bases will preferentially spawn in temperate areas, with them being all but absent in colder climates.[Detail]

Ideoligion:

Fierce neanderthal tribe

FierceNeanderthalTribe.png

An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. 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".

Savage impid tribe

SavageImpidTribe.png

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 "Impid".

Pawns

Tribal pawns will always have backstories from the "Tribal" category. Tribal fighters are typically weak but expendable. They never carry silver or medicine. They carry pemmican as food.

  • Pawn Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Villager
    Tribal child.png
    30 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, KidParka.png Kid parka Content added by the Biotech DLC, KidTribalwear.png Kid tribalwear Content added by the Biotech DLC
    Budget: 0
    Budget: 50~50
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    51x Pemmican Pawn Group Development Stage: Child
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 17~27
    Penitent
    Tribal penitent.png
    40 HP: 20~110%
    Avg. Quality: Poor
    Budget: 50~100
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 90~150
    Available:
    Knife.png Knife, Club.png Club
    Budget: 50~50
    15% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    0 Nutrition Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 10%
    Initial Will Range: 0~1
    Initial Resistance Range: 10~17
    Archer
    Tribal archer.png
    45 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 80~80
    Available:
    ShortBow.png Short bow
    Budget: 50~50
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Disallowed Traits: Brawler
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 17~27
    Warrior
    Tribal warrior.png
    50 HP: 50~180%
    Avg. Quality: Poor
    Budget: 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 150~150
    Available:
    Ikwa.png Ikwa
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 5~9
    Breacher
    Tribal breacher
    55 HP: 50~180%
    Avg. Quality: Poor
    Budget 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 150~150
    Available: BreachAxe.png Breach axe
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 12~19
    Can Be Sapper: true
    Is Good Breacher: true
    Hunter
    Tribal hunter.png
    60 HP: 50~180% Budget: 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 100~100
    Available:
    RecurveBow.png Recurve bow
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood)
    Disallowed Traits: Brawler
    Required Work Types: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 10~16
    Trader
    Tribal trader.png
    60 HP: 50~180% Budget: 200~300
    Required: Tribal headdress Tribal headdress
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 100~100
    Available:
    RecurveBow.png Recurve bow
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood)
    Disallowed Traits: Brawler
    Required Work Types: Violent
    Trader
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 9~15
    Berserker
    Tribal berserker.png
    65 - Budget: 200~550
    Required: War mask War mask
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 300~300
    Available:
    Spear.png Spear
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 13~20
    Heavy archer
    Tribal heavy archer.png
    75 - Budget: 200~550
    Required: War mask War mask
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 250~250
    Available:
    GreatBow.png Greatbow, Pila.png Pila
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Disallowed Traits: Brawler
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 14~22
    Berserker chief
    Tribal berserker chief.png
    85 Avg. Quality: Normal Budget: 450~750
    Required: Tribal headdress Tribal headdress, Plate armor Plate armor
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 500~1000
    Available:
    Longsword.png Longsword, Spear.png Spear
    - 51x Pemmican Age Range: 30~999
    Race: Human
    Default Faction Type: Civil Tribe
    Faction Leader
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 3~5
    Initial Resistance Range: 38~58
    Archer chief


    Tribal archer chief.png

    85 Avg. Quality: Normal Budget: 450~750
    Required: Tribal headdress Tribal headdress, Plate armor Plate armor
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 500~1000
    Available:
    GreatBow.png Greatbow
    - 51x Pemmican Age Range: 30~999
    Race: Human
    Default Faction Type: Civil Tribe
    Faction Leader
    canBeSapper
    Required Work Tags: Violent
    Disallowed Traits: Brawler
    Chemical Addiction Chance: 5%
    Initial Will Range: 3~5
    Initial Resistance Range: 16~26
  • Xenotypes

    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 ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

    Gentle tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 100%
    Fierce tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 100%
    Savage tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 100%
    Cannibal tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 100%
    Nudist tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 100%
    Fierce neanderthal tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 0%
    Neanderthal Neanderthal 100%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 0%
    Savage impid tribe
    Xenotype Chance
    Dirtmole Dirtmole 0%
    Genie Genie 0%
    Highmate Highmate 0%
    Hussar Hussar 0%
    Impid Impid 100%
    Neanderthal Neanderthal 0%
    Pigskins Pigskin 0%
    Sanguophage Sanguophage 0%
    Waster Waster 0%
    Yttakin Yttakin 0%
    link=Baseliner Yttakin}} Baseliner 0%

    Raids

    ??

    Faction bases

    ??

    Version history

    • 0.18.1722 - Hunter, Heavy archer, and Berserker pawn kinds added. Integrated new tribal equipment into existing pawn kinds.
    • 1.1 - Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
    • 1.3.3069 - Fix: Cannibal tribes can sometimes generate without cannibal precept.