Difference between revisions of "Quests"

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{{Stub}}
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}
{{Rewrite|reason='''Outdated in places, very rough and very incomplete.'''}}
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'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.
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==Summary==
 
{{TOCright}}
 
{{TOCright}}
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Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "trashed" by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).
  
'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements. Sometimes, colonist may appear as [[Children and reproduction|children]]{{BiotechIcon}} as part of the quest or reward.
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Most quests are time sensitive, and have one or both of these timers:
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*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.
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*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.
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Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.
  
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.
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Some Quests, such as the beggars quest, are accepted automatically
  
Quests are time sensitive, and this can be a little confusing, as there are two different timers to be aware of. When a quest is offered, you be will given a certain amount of time to accept the quest. Once the quest is accepted, the second timer begins. The second timer is the amount of time you are allotted to complete the quest. For example, you might be offered a quest that you must accept within 4 days or the quest will disappear. If at any time during those 4 days, you accept, then the second timer will begin, and will be the same regardless of when you accepted the quest. Thus, it might be useful to wait a couple of days before accepting the quest if you want maximum time. Usually the second timer is much longer than the first. So if you are offered a quest that looks like it will take many days to complete, don't worry if you must accept the quest within a shorter time.
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Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}
  
== Rewards ==
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===Difficulty===
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.
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Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.
  
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:
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Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.
* Resolving Effectors, such as psychic droners or weather control at an world map location
 
* Maps where the "reward" is the loot available at the map
 
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.
 
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.
 
  
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.
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The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.
  
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.
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=== Rewards ===
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{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}
  
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s, or very rarely [[Genes|Archite Genes]]{{BiotechIcon}}.
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There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.  
  
{{nav/questitems}}
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If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.
  
== Bandit camp ==
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Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.
  
{{main|Offense tactics}}
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Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.
  
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.
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Main reward options:
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* [[Honor]]
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* [[Goodwill]]
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* New colonists
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* [[Flatscreen television]]
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* [[Telescope]]
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* [[Gladius]]
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* [[Recurve bow]]
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* [[Infinite chemreactor]]
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* [[Psychic animal pulser]]
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* [[Vanometric power cell]]
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* [[Tornado generator]]
  
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them. Once either occurs, they'll turn and assault your team as normal. Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.
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==Failure==
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Most quests can be failed in a couple of general ways:
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#Not accepting it / Not completing it in time.
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#Becoming hostile with the quest giver's faction.
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#Becoming neutral with an enemy faction you were supposed to fight.
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Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.
  
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.
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=List of quests=
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This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].
  
Occasionally, these bases will have manned mortars. However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.
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==Bandit Camp==
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A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.
  
== Prisoner rescue ==
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When accepting this quest:
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click "offer help". The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.
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*An event space generates somewhere near your colony, with enemies inside.
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**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.
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As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.
  
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.
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==Downed Refugee==
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A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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When this quest appears:
File:PRO 01.png |'''Analyse whether you like the prisoner'''
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*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''
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*Any specified threats will be present. An unknown threat may appear as you approach the refugee.
</gallery>
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*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.
  
=== Strategies ===
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Select a colonist, right click on the refugee, and click "offer help" in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.
 
  
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.
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==Item Stash==
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You have been contacted about items nearby your colony.
  
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.
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When this quest appears:
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*You have a certain time frame to reach the item stash.
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*Any specified threats will be present. An unknown threat may appear as you approach the stash.
  
== Trade request ==
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==Peace Talks==
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.
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An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.
  
Each quest has a fixed time limit on generation that starts counting down on acceptance, so accepting the quest later is advantageous if you need the time to gather the requested goods.
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When this quest appears:
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*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.
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*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.
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**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.
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**'''Success''' - Goodwill increases by 25-75.
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**'''Flounder''' - No change in relations.
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**'''Backfire''' - Goodwill decreases by 10-50.
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**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.
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Peace talks will train the negotiator's Social skill. Even if peace talks were a "Triumph", the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as "hostile" in the Factions screen, so they will never offer you this quest.
  
Anything of the listed quality or better will work. The amount of health remaining does not matter.
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==Prisoner Rescue==
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A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.
  
For clothing, tainted apparel is not accepted.
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When this quest appears:
 +
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.
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*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.
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In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
  
[[Patchleather]] will never be requested.
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==Threatened Joiner==
 +
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.
  
== Item stash opportunity ==
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When accepting this quest:
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.
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*The specified pawn will immediately join your colony.
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*A [[major threat]] will arrive at the colony within a few hours.
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**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.
  
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.
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==Trade Request==
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A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.
  
=== Strategies ===
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When accepting this quest:
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.
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*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter.  
 +
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.
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*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. <!-- Tested via devmode, requestDuration remains constant regardless of time passing. -->
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Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.
  
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]]. Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug, and you should be able to outrun most threats. If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map. Use of [[jump pack]]s,{{RoyaltyIcon}} [[locust armor]],{{RoyaltyIcon}} or the [[Psycasts#Skip|Skip]] psycast {{RoyaltyIcon}} all significantly simplify and safen this process, but are obviously restricted to those with the [[Royalty DLC]].
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==Ore Lump==
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A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.
  
== Peace talks opportunity ==
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When this quest appears:
{{Stub|section=1|reason=Results - success = 65 goodwill, triump = 100 + quest reward equivalent gift? Also what is the bonus from using an [[Roles|Ideoligion leader]]?}}
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*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving.
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.
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*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.
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The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.
  
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.
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{| class="wikitable"
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|- <!--- IF you edit this table, please edit the one on the Quests -->
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! Resource      !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value
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|-
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| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560
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|-
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| [[Plasteel]]  || 10 - 15      || 400 - 600  || 100 - 150 || 3600 - 5400
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|-
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| [[Component]]s || 50 - 70      || 100 - 140  || 60 - 84 || 3200 - 4480
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|-
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| [[Silver]]    || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200
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|-
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| [[Gold]]      || 8 - 12      || 320 - 480  || 2.5 - 3.8 || 3200 - 4800
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|-
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| [[Uranium]]    || 15 - 20      || 600 - 800  || 600 - 800 || 3600 - 4800
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|-
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| [[Jade]]      || 20 - 25      || 700 - 875  || 350 - 438 || 3500 - 4375
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|}
  
Bringing along prisoners to release has no effect on the outcome.
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=Royalty=
  
The quest will have an expiry time after 12 and 28 days, in a whole number of days.{{Check Tag|Fact Check|Needs to be confirmed in-game - Per my interpretation of RimWorld\Data\Core\Defs\QuestScriptDefs\Script_PeaceTalks.xml}}
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==Royalty Intro Quests==
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These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.
  
=== Outcome chances ===
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===Noble Wimp===
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{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. <!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 -->
  
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
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When accepting this quest:
 +
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.
 +
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].
  
*At 0% power, the bad outcome factor is 4.
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This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
 
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
 
  
The new weight of each outcome is calculated afterwards.
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'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)
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* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.
*Success = 0.55 * ( 1 / Bad Outcome Factor)
 
*Flounder = 0.2
 
*Backfire = 0.1 * Bad Outcome Factor
 
*Disaster = 0.05 * Bad Outcome Factor
 
  
The sum total of the new weights is then calculated.
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===The Deserter===
 +
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}
 +
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. <!-- See storytellers.xml -->
  
Finally, the probability of each outcome is calculated:
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When accepting this quest:
 +
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|"Trooper"]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).
 +
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{BiotechIcon}}
 +
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)
 +
*You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
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*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.
 +
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.
  
{| class="wikitable"
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'''Notes:'''
|-
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*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.
|Probability of each outcome = New Weight &divide; Sum Total of Weights
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*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.
|}
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 +
==Desperate Refugees==
 +
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.
 +
 
 +
When accepting this quest:
 +
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.
 +
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.
 +
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.
 +
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off.
 +
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.
 +
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.
 +
 
 +
'''Notes:'''
 +
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.
 +
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].
 +
 
 +
===Betrayal offer===
 +
A member of another faction has learned that the refugees are in your faction, and wants them dead.
 +
*Gain a reward if you kill all members of the refugee group.
 +
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.
 +
 
 +
==Build Monument==
 +
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.
 +
 
 +
When accepting this quest:
 +
*You will immediately receive a monument marker through drop pod.
 +
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.
 +
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:
 +
**Loss of [[goodwill]] with the faction, if any.
 +
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.
 +
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.
 +
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.
 +
 
 +
'''Notes:'''
 +
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.
 +
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.
 +
 
 +
===Title Inheritance===
 +
{{RoyaltyIcon}}
 +
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.
 +
 
 +
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.
 +
 
 +
== Ferried Bandit Camp ==
 +
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.
 +
 
 +
When accepting this quest:
 +
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.
 +
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp. 
 +
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
 +
As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.
 +
 
 +
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
  
==== Example ====
+
==Forced Weather==
Take a level 15 Social negotiator as an example:
+
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.
  
#The [[Negotiation Ability]] is 125%, corresponding to a bad outcome factor of 0.7.
+
When accepting this quest:
#The new weight of each outcome, to 3 d.p.:
+
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
+
You will get the reward immediately upon accepting this quest.
#*Success = 0.55 * ( 1 / 0.7) = 0.786
 
#*Flounder = 0.2
 
#*Backfire = 0.1 * 0.7 = 0.07
 
#*Disaster = 0.05 * 0.7 = 0.035
 
#The sum total of new weights is calculated:
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 
#Finally, the probability of each event, to 2 d.p.:
 
#*Triumph = 0.143 / 1.234 = 11.58%
 
#*Success = 0.786 / 1.234 = 63.69%
 
#*Flounder = 0.2 / 1.234 = 16.21%
 
#*Backfire = 0.07 / 1.234 = 5.67%
 
#*Disaster = 0.035 / 1.234 = 2.84%
 
  
== Precious minerals found ==
+
'''Notes:'''
 +
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.
 +
* Forced heat waves and cold snaps will stack with naturally-occurring ones.
 +
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.
  
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:
+
==Hospitality==
 +
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.
  
{| class="wikitable"
+
When accepting this quest:
|- <!--- IF you edit this table, please edit the one on the Long-range mineral scanner page -->
+
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.
! Resource      !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components
+
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood > 50% will increase [[goodwill]]. {{Check Tag|How much?}}
|-
+
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.
| [[Steel]]     || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10
+
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.
|-
+
** The pawns may come with [[paralytic abasia]]. They will be unable to move.
| [[Plasteel]]   || 10 - 15      || 400 - 600  || 100 - 150 || 170 || 3
+
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay.
|-
+
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.
| [[Component]]s || 50 - 70      || 100 - 140  || 60 - 84 || 170 || 0
 
|-
 
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3
 
|-
 
| [[Gold]]       || 8 - 12      || 320 - 480  || 2.5 - 3.8 || 170 || 3
 
|-
 
| [[Uranium]]   || 15 - 20      || 600 - 800  || 600 - 800 || 470 || 8
 
|-
 
| [[Jade]]       || 20 - 25      || 700 - 875  || 350 - 438 || 350 || 5
 
|}
 
  
 +
==Pawn Lending==
 +
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.
  
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)
+
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.
 +
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.
 +
You will get the reward when requested colonists have left the colony.
  
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.
+
==Rewarded Warfare==
 +
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.
  
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.
+
When accepting this quest:
 +
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.
 +
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.
 +
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.
 +
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#Humanlike|Raiders]] for details.
 +
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the "Mech cluster buildings have been defeated" message appears.
  
 +
==Shuttle Crash==
 +
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.
  
=== Retrieval team ===
+
When accepting this quest:
 +
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.
 +
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.
 +
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.
 +
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle.
 +
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.
  
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.
+
'''Notes:'''
 +
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.
 +
*The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval.  
 +
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.
  
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly lower the mining time and thus the risk faced by both your miners and your undermanned home base.
+
==Condition Causer==
 +
{{Main|Condition causer}}
 +
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.
  
== '''Ship to the Stars''' ==
+
When this quest appears:
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.
+
*The condition causer will appear, until it is destroyed.
  
The location of the ship tends to be as far as possible from the starting colony - thus, on a rimworld with [[World generation#Create world|100% globe coverage]], the ship will be almost on the other side of the planet, while it will be much closer on worlds with lower globe coverage.
+
'''Notes'''
 +
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.
 +
*Some condition causers can be desirable.
  
'''Warning:''' With [[Ideology]]{{IdeologyIcon}}, exchanging your colony for a piece of Archonexus map will render this quest as failed (The ship would autoactivate after the new colony is established) and will never reappear for the duration of the gameplay.
+
==Noble Ceremony==
 +
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.
  
'' The hibernating starship reported by AI Charlon Whitestone will fly away by the time the new colony is established. It will no longer be possible to escape the planet by travelling to this ship. Would you like to proceed? Past this point, there's no going back. ''
+
When accepting this quest:
 +
* A bestower and a squad of janissaries will arrive via [[shuttle]].
 +
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.
 +
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.
 +
You will get the reward once the bestowing ceremony finishes, regardless of outcome.
  
=== Setting off ===
+
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at >90% quality.
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.
+
{| {{STDT| c_07 text-center}}
 +
!Ritual Quality
 +
!0%
 +
!30%
 +
!60%
 +
!90%
 +
|-
 +
!Honor Gained
 +
| 0
 +
| 1
 +
| 2
 +
| 3
 +
|}
  
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.
+
=Ideology=
  
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.
+
==Ancient Complex==
 +
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.
  
==== Trading for supplies ====
+
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.
 
  
Carrying lots of high-value items will attract pirates so be well-guarded.
+
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}
  
==== Base hopping ====
+
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health.  
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.
 
  
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.
+
Some rooms are mostly empty, while others contain enemies:
 +
* Room filled with [[insectoids]].
 +
* Room filled with [[mechanoids]].
 +
* Room containing [[ancient unstable fuel node]] that can explode.
 +
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.
 +
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.
  
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.
+
The threads may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.
 +
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.
  
=== Settling down ===
+
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave.  
 
  
==== Base building ====
+
=== Analysis ===
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay.
+
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]
 +
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room
  
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended.  
+
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.
  
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the startup sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.
+
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.
  
==== Defenses ====
+
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with
{{main|Defense structures}}
 
{{see also|Defense tactics}}
 
  
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.
+
==Beggars==
 +
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.
  
Since enemies won't come until you start up the ship core, you can take your time to set up.
+
When this quest appears:
 +
* Some beggars will appear on your map. They are always unaffiliated with any faction.
 +
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
 +
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier.
 +
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].
  
=== Ship expansion and construction ===
+
'''Notes:'''
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].
+
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.
 +
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders
  
The ship also comes with 1 extra engine, which can be deconstructed for resources.
+
==Work Site==
 +
{{Main|Work site}}
 +
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.
  
=== Survival ===
+
When this quest appears:
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].
+
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.
 +
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.
  
==== Cryptosleep survival ====
+
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.
 
<!-- Add suggestions for what colonists are "unnecessary"? What tasks/roles are typically not needed at this end-game stage???-->
 
  
== Threatened Joiner ==  
+
==Relic Hunt==
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn.
+
{{See also|Relic}}
  
== Downed  Refugee ==
+
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.
 
  
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.
+
=== The Villagers ===
 +
'' You've learned of an ancient terminal that contains information about the '''''<RELIC NAME>'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''
  
== Ferried bandit camp ==
+
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.
{{Royalty|no category}}
 
'''''<ENEMY FACTION>''' have set up a camp and are harassing caravans of '''<QUEST GIVER FACTION>'''. '''<QUEST GIVER>''' is planning an aerial assault on the camp, which is guarded by '''<NUMBER> <ENEMY TYPE>'''. '''<QUEST GIVER PRONOUN>''' wants you to provide soldiers to carry out the attack. '''<QUEST GIVER PRONOUN>''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''<DURATION>''''' - Quest description
 
  
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.
+
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.
  
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
+
=== Cryptodrone Intel Hack ===
 +
'' You've detected an orbiting spacedrone that may contain information about '''''<RELIC NAME>'''''. You have the code that will force it to land at '''''<COLONY NAME>'''''. ''
  
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
+
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.
  
'''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.
+
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.
  
== Problem Causer ==
+
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.
{{Royalty|no category}}
 
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.
 
  
== Decrees ==
+
=== Ancient Complex ===
{{Royalty|no category}}
+
'' You've learned of an ancient complex nearby. It is said to contain information about '''''<RELIC NAME>'''''. '' - Self-travel description
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.
 
  
Decrees may be to:
+
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''<RELIC NAME>'''''. '' - Shuttle-travel description
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.
 
* Harvest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.
 
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.
 
* Build a monument. You are allowed 15 days to do this.
 
  
== Noble Wimp ==
+
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.
{{Royalty|no category}}
 
A [[noble]] will request help from a non-threatening [[scaria]] infected animal (e.g: [[squirrel]], [[tortoise]], [[guinea pig]], etc). The quest will always grant enough [[Titles|honor]] to give a pawn with no honor the [[title]] of yeoman. This quest is only offered one time near the start of the game.  
 
  
== <PAWN NAME>'s <NEW TITLE> Ceremony ==
+
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal.  
{{Royalty|no category}}
 
'''<EMPIRE NAME>''''' is ready to grant '''''<PAWN NAME>''''' the title of '''''<NEW TITLE>''''' and the power of a level '''''<NEW PSYLINK LEVEL>''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''<EMPIRE NAME>''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description
 
  
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be "angered by the interference" and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.
+
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.
  
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a "gift" with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).
+
=== Relic Retrieval ===
 +
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.
  
== <PAWN NAME>'s Inheritance ==
+
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.
{{Royalty|no category}}
 
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.
 
  
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.
+
== Pilgrims ==
 +
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}
  
== Refugee Hospitality ==
+
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours
{{Royalty|no category}}
 
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.
 
  
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.
+
They may offer gifts or join your colony, similar to the refugees quest
  
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.
+
=Biotech=
  
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.
+
== Ancient Transport ==
 +
'' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''
  
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have "Nudist" trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.
+
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.
  
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or "jump to them"  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge.  
+
When accepting this quest:
 +
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.
 +
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.
  
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days.  
+
Having "Disable exostrider remains" as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].
  
===Complications===
+
== Ancient Mechanitor Complex ==
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators.  
+
'' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''
  
====Counter Offer====
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{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.
'' '' - Event description when a random faction signals to kill them due to complications towards the refugees.
 
  
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.
+
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.
  
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.
+
== Bloodthirsty Parley ==
 +
'' A sanguophage named '''''<PAWN NAME>''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''<PAWN NAME>''''' is asking for you to host the meeting at '''''<COLONY NAME>'''''. If you accept, 4 sanguophages will arrive at '''''<COLONY NAME>''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''
  
====Betrayal====
+
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.
'' '''''<PAWN NAME>'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.
 
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.
 
  
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.
+
When accepting this quest:
 +
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain).
 +
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.
 +
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.
  
== Host Royals ==
+
The first reward will always be "Gene implantation"; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.
{{Royalty|no category}}
 
You are asked to host a certain number of imperial royals for a certain number of days. These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.
 
  
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest. They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Rot is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for). Since the disease causes pain and "sick" thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.
+
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.
  
== Monument ==
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== Sanguophage Transport ==
{{Royalty|no category}}
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'' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''<COLONY NAME>'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''
{{Image wanted|note=UI example images}}
 
{{Stub|section=1}}
 
An entity (a noble, a faction leader, or an AI Persona) contacts you, requesting you build a monument. {{h:title|verification needed|The monument will scale in size to your wealth}}, with requests in the early game only requiring a few walls and floors, and late-game ones taking up large portions of the map. The requested building consists of a predefined combination of walls, floors, columns, and pieces of [[furniture]].
 
  
Once the quest is accepted, the quest giver will send you a monument blueprint via [[transport pod]]. Click on that item and install it to create the initial outline.
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{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.
  
In order to actually build the monument, you must decide which resources will be used. After the outline has been installed, more options will appear. On the right of the infobox, in the "actions" boxes, there are options to place blueprints for each part of the monument. For each part, once you select which resources will be used, the actual blueprints will be placed and your colonists will begin working on that part of the structure.  
+
When accepting this quest:
 +
* A shuttle lands. After a while, the sanguophage will attack.
 +
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.
 +
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].
  
Quest rewards arrive by transport pod as soon as the last part of the monument is constructed.  
+
If [[Ideology]] is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all pawns that exits the shuttle.
  
Sometimes, the quest giver will also require you to protect the monument for a certain number of days. In that case, if any part of the structure is deconstructed or destroyed, the quest giver will activate an "enforcement protocol" to apply some penalty. That may involve threats such as [[infestation]]s or [[mech cluster]]s, or may impose [[environment|environmental]] threats such as forced weather. Failing to protect the monument will technically fail the quest, but you will get to keep the rewards already received.
+
== Wastepack Dumping ==
 +
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''<PAWN NAME>''''' will deliver '''''<NUMBER>''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''
  
== '''Royal Ascent''' ==
+
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.
{{Royalty|no category}}
 
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)
 
  
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the "Host Royals" quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work{{Check Tag|Fact Check}} either other than used for defense.
+
When accepting this quest:
 +
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.
 +
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.
  
Much like the "Ship to the Stars" or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.
+
= Anomaly =
 +
{{Anomaly|section=1}}
 +
{{Stub|section=1|reason=Update with other Anomaly quests.}}
  
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals). The surviving cataphract can be left behind, as they will make their own way out once the shuttle leaves.
+
== Mysterious cargo ==
 +
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.
  
== Pawn Lending ==
+
A faction is asking permission to dump a dangerous item onto your map.
{{Royalty|no category}}
 
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elapsed, the shuttle will return, dropping them back to the colony.
 
  
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.
+
When accepting this quest, ''one'' of three items will be dropped:
 +
* A [[unnatural corpse]],
 +
* A [[revenant spine]], or
 +
* A [[golden cube]].
 +
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands.  
  
== Shuttle Crash Rescue ==
+
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell.  
{{Royalty|no category}}
 
'' A shuttle of '''''<EMPIRE NAME>''''' has taken damage and is seeking a place to land. Its commander '''''<COMMANDER NAME>''''' wants to land at '''''<COLONY NAME>'''''. '''''<FACTION TYPE>''''' from '''''<FACTION NAME>''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''<COMMANDER NAME>''''', '''''<AMOUNT>''''' other civilian(s), and '''''<AMOUNT>''''' '''''<DEFENDER TYPE>'''''. The commander and civilian(s) must be rescued, but the '''''<DEFENDER TYPE>''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description
 
  
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]
+
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.
  
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When "time until rescue shuttle arrives" reaches 2 or 3 hours{{Check Tag|Fact Check|Time}}, a raid will appear on the edge of the map closest to the crash site{{Check Tag|Fact Check}} and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.
+
== Distress signal ==
 +
You've intercepted a distress signal from a nearby camp of a faction.
  
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.
+
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}
 +
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well. One of the fleshsacks will contain a [[shard]].
  
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.
+
This quest can generate even if the Monolith has not been activated.
  
== Relic Retrieving ==
+
=Endgame=
{{Ideology|no category}}
+
{{Spoiler}}
'' You've learned that a relic of '''''<IDEOLIGION NAME>''''' is nearby.''
+
{{Main|Endings}}
 +
There are 4 distinct ways to see the credits screen:
 +
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]
 +
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}
 +
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}
 +
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}
  
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.
+
==Ship to the Stars==
 +
{{Main|Endings#Ship to the Stars}}
  
=== The Villagers ===
+
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship.  
'' You've learned of an ancient terminal that contains information about the '''''<RELIC NAME>'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''
 
  
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.
+
This quest appears roughly 20 days from game start.
  
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.
+
'''Requirements:'''
 +
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.
 +
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.
  
=== Cryptodrone Intel Hack ===
+
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.
'' You've detected an orbiting spacedrone that may contain information about '''''<RELIC NAME>'''''. You have the code that will force it to land at '''''<COLONY NAME>'''''. ''
 
  
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.
+
'''Failure conditions:'''
 +
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.
 +
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer ("the ship will fly away as you're settling the new colony")
  
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.
+
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].
  
=== Ancient Complex ===
+
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.
'' You've learned of an ancient complex nearby. It is said to contain information about '''''<RELIC NAME>'''''. '' - Self-travel description
 
  
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''<RELIC NAME>'''''. '' - Shuttle-travel description
+
==Royal Ascent==
 +
{{Main|Endings#Royal Ascent}}
  
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.
+
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]].  
  
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.
+
This quest will appear roughly 35 days from colony start.
  
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:
+
'''Requirements:'''
* Room filled with mostly derelict structure with nothing to gain from smashing it.
+
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.
+
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.
* Room filled with [[mechanoids]]. They may be initially dormant.
+
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.
+
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days.
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.
+
*The High Stellarch must be kept above 25% average mood for the duration of his stay.
  
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.
+
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.
  
== Outlanders Visit ==
+
'''Failure conditions:'''
{{Ideology|No category}}
+
*High Stellarch dies.
'' Outlanders have arrived to venerate the '''''<RELIC NAME>'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''
+
*High Stellarch mood is too low for too long.
 +
*The [[empire]] faction becomes hostile to you.
 +
Your count/countess does ''not'' have to stay alive in order succeed the quest.  
  
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of "Well-equipped traveler" will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.
+
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.
  
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.
+
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking "Get into shuttle".
  
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.
+
==The Archonexus==
 +
{{Main|Endings#The Archonexus}}
  
== The Archonexus ==
+
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.
{{Ideology|No category}}
 
'' A group of wild people/'''''<FACTION NAME>''''' are/is looking to expand their territory, and are interested in taking over '''''<COLONY NAME>''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description
 
  
'' The map to the archonexus has three parts, and you hold one of them. '''''<FACTION A NAME>''''' and '''''<FACTION B NAME>''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description
+
This quest first appears once you reach $150,000 colony [[wealth]].
  
'' You have two parts of the archonexus map. '''''<FACTION B NAME>''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description
+
'''Part 1''':
  
This quest is an '''endgame quest''' for the Archonexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new location in the same world with at most 5 existing pawns and 5 creatures, along with 1 relic and 7 items. Anything else not taken belongs to the faction that takes them, including all the research that was gained. Any caravans will be lost. This restart allows you to reconfigure your [[Ideoligion|ideoligion]]. The process is repeated for the second part as well. Note that [[Empire]] will never ask to acquire your colony if they are present in the world map.
+
'' A group of wild people/'''''<FACTION NAME>''''' are/is looking to expand their territory, and are interested in taking over '''''<COLONY NAME>''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description
  
When they leave for the new colony, colonists will only keep items in inventory that are equipped apparel (all layers, excluding belts). Any other items in inventory, such as an equipped weapon or belt, do not stay with the colonist.  Weapons or belts can be selected as single items for the 7 that you can take.  Other allowed items are stacks of different sizes, varying with type (for example, 20 herbal medicine, 10 medicine, or 5 glitterworld medicine) but not necessarily with value (both 80 steel and 80 plasteel count as a single "item").
+
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed.  
  
Restarting at a new location uses your game's starting [[Scenario_system|scenario]], so in addition to the items brought from the previous colony, the colonists also receive the items the scenario provides (wood, steel, meals, weapons, and so on).  Research resets to the default level. If a scenario starts you with research beyond the default already completed, that does not carry over into this new start.
+
When accepting this part of the quest:
 +
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
 +
*You will start a new colony, anywhere on the map.
 +
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.
 +
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.
  
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.
+
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.
  
To be able to advance through the quest, the following must be done.
+
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.
* Wealth overall must be $350,000
 
* Must be in an ally status with the faction in question
 
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.
 
  
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archonexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archonexus.
+
'''Part 2''':
  
== Ancient Transport ==
+
  '' The map to the archonexus has three parts, and you hold one of them. '''''<FACTION A NAME>''''' and '''''<FACTION B NAME>''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description
{{Biotech|No category}}
 
  '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''
 
  
Destroying an ancient exostrider core yields an ancient transponder, which can be decrypted to start this quest. Upon starting, a [[spacedrone|cryptodrone space ship]] will be forced to land nearby, dropping a desiccated [[Corpse]] with a mechlink attached to it, and a random hostile mechanoid based on the quest list. The mechlink can be extracted from the corpse, allowing you to turn a colonist into a mechanitor.
+
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.
  
Having "Disable exostrider remains" as part of the scenario (this is intended as part of Mechanitor scenario) will cancel out this quest due to the absence of ancient exostrider core, a key ruined building containing the required quest item for this quest trigger.
+
When accepting this part of the quest:
 +
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
 +
*You will start a new colony, anywhere on the map. Same items as last time.
  
== Ancient Mechanitor Complex ==
+
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.
{{Biotech|No category}}
 
'' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonist into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''
 
  
Similarly to Ancient complex quest, the complex consists of similar items you normally found inside the Ancient Complex. The key difference is one of the desiccated corpse is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.
+
'''Part 3''':
  
It is another way, albeit rare, method of gaining more than one mechanitor in your colony.
+
'' You have two parts of the archonexus map. '''''<FACTION B NAME>''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description
  
== Bloodthirsty Parley ==
+
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure.  
{{Biotech|No category}}
 
'' A sanguophage named '''''<PAWN NAME>''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''<PAWN NAME>''''' is asking for you to host the meeting at '''''<COLONY NAME>'''''. If you accept, 4 sanguophages will arrive at '''''<COLONY NAME>''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''
 
  
1 year after the start of a colony, this quest can randomly appear. A random pawn with [[Xenotypes#Sanguophages|Sanguophage]] xenotype will request to host a private meeting around your base. Accepting it will cause him/her and 3 other pawns to appear on the edge of the map from different directions where the pathing isn't blocked by any means (i.e: mountain) and position themselves at a random spot near your base, marked by a [[blood torch]]. After several hours, they will leave.
+
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''
  
All the rewards given are of a single item, but the first reward will always be "Gene implanter", which the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it. You can also betray the sanguophages and force the ones with Gene Implanter Archite gene to turn the colonist into sanguophage.
+
When accepting this part of the quest:
 +
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.
 +
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.
  
Regardless of how your colonist obtain the xenotype, they will be downed for several hours after the change, and will not be able to transmit the gene for 1.1 years without dying due to their genes still growing.
+
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).
  
== Sanguophage Transport ==
+
==Anomaly Monolith==
{{Biotech|No category}}
+
{{Main|Endings#The_Void}}
'' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''<COLONY NAME>'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''
+
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.
  
This quest will force a [[Shuttle]] to crash on your colony, forcing a pawn with sanguophage xenotype and a number of thrall pawns to exit the crashed colony. They are hostile, and can be attacked. If you can down a sanguophage without destroying its brain, you can force him/her to turn your colonist into a sanguophage after imprisoning him/her.
+
'''Entity Codex''':
 +
{{Main|Anomaly_(DLC)#Entities}}
 +
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.
  
If [[Ideology]] is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all pawns that exits the shuttle.
+
'''Activated Monolith/Void Onslaught.''':
  
== Wastepack Dumping ==
+
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.
{{Biotech|No category}}
 
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''<PAWN NAME>''''' will deliver '''''<NUMBER>''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''
 
  
This quest will cause mentioned number of [[Wastepack]] to be dropped at your colony via transport pod once accepted. Ensure they are frozen or thrown elsewhere away from map as they can easily pollute the colony if left unfrozen.
+
'''Ending''':
  
 +
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void.
 +
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}
 +
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.
 +
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels
 +
*Both endings will cause the monolith to crumble, and kill all entities on the map.
  
==Version history==
+
=Version history=
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush
+
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added
+
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests.
 +
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.
 
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
 
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
 +
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
 
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.
 
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.
 
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.
 
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.
 
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.
 
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of sanguophage-related quests.
+
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
* [[Version/1.4.3558|1.4.3558]] - Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.
+
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.
 +
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.
 +
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark.
 +
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 +
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.
 +
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
 +
 
 
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[[Category:Guides]]
 
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Latest revision as of 19:24, 21 November 2024

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Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Quests are a class of event where a challenge is performed in order to gain a reward.

Summary[edit]

Quests are found in the Quests tab. Most quests are offered by a faction, but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "trashed" by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).

Most quests are time sensitive, and have one or both of these timers:

  • The first timer is the limit to accept the quest. If not accepted, the quest will be rejected.
  • The second timer is the time to do the quest, or alternatively, how long a quest lasts for.

Not all quests have a time limit. The 3 endgame quests in particular (Ship to the Stars, Royal AscentContent added by the Royalty DLC, ArchonexusContent added by the Ideology DLC) can be done at any time.

Some Quests, such as the beggars quest, are accepted automatically

Without the Royalty DLC, you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.[Verify]

Difficulty[edit]

Quests use the raid points mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.

Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.

The 3 endgame quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.

Rewards[edit]

There are a few reward types - from simple rewards such as plasteel and hyperweave, to quest-exclusive items like tornado generators and vanometric power cells, to factional goodwill and new colonists. Sometimes, the quest is its own reward, such as solving a condition causerContent added by the Royalty DLC or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.

If you accept a quest for goodwill or honorContent added by the Royalty DLC, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.

Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want goodwill or honorContent added by the Royalty DLC from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.

Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You will be able to see their age and backstory before accepting. For example, a Nurse will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.

Main reward options:

Failure[edit]

Most quests can be failed in a couple of general ways:

  1. Not accepting it / Not completing it in time.
  2. Becoming hostile with the quest giver's faction.
  3. Becoming neutral with an enemy faction you were supposed to fight.

Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.

List of quests[edit]

This section covers all the quests available in Core RimWorld. For DLC content, see #Royalty, #Ideology, and #Biotech.

Bandit Camp[edit]

A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.

When accepting this quest:

  • An event space generates somewhere near your colony, with enemies inside.
    • Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.

As soon as the enemies are "fleeing" (>50% of enemies downed or killed), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.

Downed Refugee[edit]

A refugee has contacted you for help. They are downed and need your help. As a pawn join event, it will be less common as you gain more people.

When this quest appears:

  • You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.
  • Any specified threats will be present. An unknown threat may appear as you approach the refugee.
  • Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the +18 Rescued moodlet for 30 days.

Select a colonist, right click on the refugee, and click "offer help" in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.

Item Stash[edit]

You have been contacted about items nearby your colony.

When this quest appears:

  • You have a certain time frame to reach the item stash.
  • Any specified threats will be present. An unknown threat may appear as you approach the stash.

Peace Talks[edit]

An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.

When this quest appears:

  • You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.
  • This quest has various outcomes, increasing or decreasing goodwill. The chance of each outcome is determined randomly[Fact Check needed], influenced by the Negotiation Ability[Fact Check needed] of the best pawn you set into the caravan.
    • Triumph - Goodwill increases by 50-75, faction leaves a gift of silver.
    • Success - Goodwill increases by 25-75.
    • Flounder - No change in relations.
    • Backfire - Goodwill decreases by 10-50.
    • Disaster - Goodwill decreases by 25-75, immediate attack on caravan party.

Peace talks will train the negotiator's Social skill. Even if peace talks were a "Triumph", the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with pirate factions or any faction listed as "hostile" in the Factions screen, so they will never offer you this quest.

Prisoner Rescue[edit]

A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.

When this quest appears:

  • You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.
  • The prisoner starts with some food in their cell. When rescued, they will gain the +18 Rescued moodlet for 30 days.

In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's door, or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.

Threatened Joiner[edit]

A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.

When accepting this quest:

Trade Request[edit]

A faction base is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.

When accepting this quest:

  • You will have to deliver the requested items. All items must be of normal quality or higher and cannot be tainted, but item HP does not matter.
    • You can't send the items directly via transport pod, but you can transport pod a pawn and the items to the location.
  • A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time.

Rewards are received as soon as items are delivered. Item rewards are inserted into the caravan that fulfilled the offer in the first place; make sure you can carry it back.

Ore Lump[edit]

A long-range mineral scanner has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest only appears when using the long-range mineral scanner.

When this quest appears:

  • You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving.
  • Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.

The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either pack animals or transport pods to bring back.

Resource No. of Tiles Total Yield Total Mass (kg) Market Value
Steel 55 - 60 2200 - 2400 1100 - 1200 4180 - 4560
Plasteel 10 - 15 400 - 600 100 - 150 3600 - 5400
Components 50 - 70 100 - 140 60 - 84 3200 - 4480
Silver 60 - 80 2400 - 3200 16.8 - 22.4 2400 - 3200
Gold 8 - 12 320 - 480 2.5 - 3.8 3200 - 4800
Uranium 15 - 20 600 - 800 600 - 800 3600 - 4800
Jade 20 - 25 700 - 875 350 - 438 3500 - 4375

Royalty[edit]

Royalty Intro Quests[edit]

These quests appear only once, near the start of the game. These offer distinct interaction with the empire faction.

Noble Wimp[edit]

Content added by the Royalty DLC A noble, either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome.

When accepting this quest:

  • An empire noble, always with the Wimp trait, joins your colony as a quest lodger. A single manhunter animal - rat, squirrel, or raccoon at largest, will be following them.
  • After 3 hours from accepting the quest, a shuttle will arrive to pick up the noble. The noble can be carried to the shuttle if they are downed.

This quest always gives 8 honor, enough to get a pawn to the Yeoman rank.

Notes: You can arrest the noble wimp, if so desired. The noble will have a massive amount of resistance due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.

  • However, with the Ideology DLC, they can be enslavedContent added by the Ideology DLC with much less effort. Slavery removes the conceited work restrictions, and gives an innate mood buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable psycasts, like Berserk Pulse, Farskip, or Neuroquake.

The Deserter[edit]

Content added by the Royalty DLC Somebody has deserted the empire. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate.

When accepting this quest:

  • The deserter joins you as a colonist. This deserter will be of the "Trooper" pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before xenotypeContent added by the Biotech DLC).
  • −200 goodwill with the empire. (Goodwill has a cap of -100)
  • You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
  • An empire outpost will be generated, with 2 psylink neuroformers, along with other camp loot. This goes away after 60 days.

It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.

Notes:

  • There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.
  • Can be worth betraying the empire in just for the gear the deserter brings, especially in Naked Brutality. If you're lucky, then the loyalty squad will only be downed, netting you a second pair of trooper gear.

Desperate Refugees[edit]

Content added by the Royalty DLC Desperate refugees are looking to stay at your colony to rest and regroup.

When accepting this quest:

  • Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.
    • Refugees may offer to join the colony, especially if they are kept happy. There is no penalty for not accepting this join offer.
    • Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.
    • Refugees will never betray you if one of them is childContent added by the Biotech DLC and the storyteller setting, Child enemies is turned off.
  • If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a −12 moodlet, leave your colony (failing the quest), or betray you immediately.
  • If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.

Notes:

  • If you really want a refugee to join your colony, then it's best to arrest one of them immediately, to avoid the chance of betrayal and subsequent death. Draft all the other refugees as far away as possible, for when they go hostile.
  • If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for whatever purposes you'll want.

Betrayal offer[edit]

A member of another faction has learned that the refugees are in your faction, and wants them dead.

  • Gain a reward if you kill all members of the refugee group.
    • If a refugee has joined the colony before the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is arrested and then recruited, then the quest fails.

Build Monument[edit]

Content added by the Royalty DLC A noble, leader, or machine persona has requested you to create a specific mounument.

When accepting this quest:

  • You will immediately receive a monument marker through drop pod.
  • Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.
  • Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:
    • Loss of goodwill with the faction, if any.
    • Any major threat other than a raid. These are specified by the quest when it is generated.
  • Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.

You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.

Notes:

  • If you want to preserve the monument, then watch out for fire burning up wooden structures. Shuttles from shuttle quests also start the monument destruction timer.
  • You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of manhunting grizzly bears to disrupt an enemy siege, or to call in a sun blocker with a fluid ideoligionContent added by the Ideology DLC, in order to take advantage of the Combat in Darkness precept.

Title Inheritance[edit]

Content added by the Royalty DLC If a pawn with a noble title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a comms console and request it.

This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.

Ferried Bandit Camp[edit]

Content added by the Royalty DLC An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal bandit camp barring the means of travel.

When accepting this quest:

  • A shuttle will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.
  • The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.
  • The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.

As soon as the enemies are "fleeing" (>50% of enemies downed or killed), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. Nota bene: If honor is chosen as a reward, only a pawn that participated in the attack can be given it.

Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make Pod launcher, Transport pod and have enough Chemfuel to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.

Forced Weather[edit]

Content added by the Royalty DLC A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.

When accepting this quest:

You will get the reward immediately upon accepting this quest.

Notes:

  • Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.
  • Forced heat waves and cold snaps will stack with naturally-occurring ones.
  • Forced fog will prevent the usual rain that appears when a fire gets too big. Wildfires can ravage the whole map, including your base.

Hospitality[edit]

Content added by the Royalty DLC A group is asking for you to house their pawns for a certain amount of time.

When accepting this quest:

  • A pawn or multiple pawns will arrive at your base through drop pod or shuttle. These can be animals, prisoners, or human visitors. You must keep them safe for the duration.
    • If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify they appreciate quality accommodation; keeping average mood > 50% will increase goodwill. [How much?]
    • If a pawn is a noble, then you will need a bedroom suitable for their rank to accept the quest. You will also need another bedroom suitable for any of your own nobles.
    • The pawns may come with blood rot. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.
    • The pawns may come with paralytic abasia. They will be unable to move.
  • There may be a specified major threat that arrives with the quest. This threat can arrive at any time during the hospitality stay.
    • If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have +12 On Duty moodlet. However, betraying them will lower goodwill as usual.

Pawn Lending[edit]

Content added by the Royalty DLC A member of an outlander or empire faction is requesting a pawn from your colony.

  • A shuttle will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.
  • The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the plague, then they can die. They will be fed and tended to.

You will get the reward when requested colonists have left the colony.

Rewarded Warfare[edit]

Content added by the Royalty DLC A faction is asking you to fight a mutual enemy.

When accepting this quest:

  • A major threat will be triggered in your colony. This can be a manhunter pack, mechanoid cluster, or one or multiple raids.
    • If there are multiple raids in this quest, the listed raid will be the first raid. The other raids will have the same raid points, but not the same composition.
  • You may receive soldiers under your control. They can die in battle without consequence and will have +12 On Duty moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.[All enemies, or the final wave?] Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.
  • Soldier names like janissary or cataphract correspond to their specific pawnkinds. See Raiders for details.

For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the "Mech cluster buildings have been defeated" message appears.

Shuttle Crash[edit]

Content added by the Royalty DLC A shuttle of the empire has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.

When accepting this quest:

  • A crashed shuttle appears on the map. Landing site unaffected by ship landing beacons. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with biocoded weapons. This shuttle can be deconstructed for Plasteel 35, Steel 20, and Component 5, regardless of the outcome.
  • Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.
  • The rescue shuttle will arrive within 8 hours of the shuttle crash. Downed people must be carried to the shuttle yourself.
  • −10 goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle.
    • Another −10 goodwill if any amount of other occupants misses the shuttle.

Notes:

  • The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.
  • The empire's weapons are all biocoded, with the possibility of the commander having a persona weapon. The armor isn't, but stripping will penalize goodwill, and death acidifiers prevent post-mortem retrieval.
  • Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.

Condition Causer[edit]

Content added by the Royalty DLC A condition causer has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a major threat and not a quest, but it appears in the quests tab.

When this quest appears:

  • The condition causer will appear, until it is destroyed.

Notes

  • If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid proximity activators on the way.
  • Some condition causers can be desirable.

Noble Ceremony[edit]

Content added by the Royalty DLC Your noble has enough honor for a new title. In order to accept this title, you must have a throne room suitable of their title. The map must be clear of the empire's enemies.

When accepting this quest:

  • A bestower and a squad of janissaries will arrive via shuttle.
  • If the bestower is downed via any means, then they'll drop 2 psylink neuroformers. However, downing will lower goodwill with the empire faction regardless of who did it.
  • Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the Bestowing Ceremony ritual will begin.

You will get the reward once the bestowing ceremony finishes, regardless of outcome.

The ceremony is considered a ritual and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at >90% quality.

Ritual Quality 0% 30% 60% 90%
Honor Gained 0 1 2 3

Ideology[edit]

Ancient Complex[edit]

Content added by the Ideology DLC This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a shuttle will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.

You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.

Ancient complexes are scaled to player wealth.[Determined when?]

The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health.

Some rooms are mostly empty, while others contain enemies:

The threads may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on. As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.

You may run into Hermetic crates (contain any item, including techprintsContent added by the Royalty DLC), Security crates (contain equipment), Ancient enemy terminals (call enemy faction) and Ancient comms consoles (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a Flammability of 0%[Verify], making them immune to the fires often started by the explosive fuel nodes.

Analysis[edit]

Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids

It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room

If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.

You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.

You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with

Beggars[edit]

Content added by the Ideology DLC Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.

When this quest appears:

  • Some beggars will appear on your map. They are always unaffiliated with any faction.
  • They will request a random material that you have, like silver, herbal medicine, or beer. They can request up to Silver 700 silver worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
  • The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier.

This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity precept.

Notes:

  • Beggars can be arrested, and have very low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.
  • After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both prison breaks and fleeing raiders

Work Site[edit]

Content added by the Ideology DLC A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.

When this quest appears:

  • An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.
  • The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.

The reward is the items on the map. Also counts as a raid for the Raiding precept.

Relic Hunt[edit]

Content added by the Ideology DLC This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.

The Villagers[edit]

 You've learned of an ancient terminal that contains information about the <RELIC NAME>. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.

This sub-quest requires you to send your colonist to the tribe's base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.

Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.

Cryptodrone Intel Hack[edit]

 You've detected an orbiting spacedrone that may contain information about <RELIC NAME>. You have the code that will force it to land at <COLONY NAME>. 

This sub-quest will force a cryptodrone space ship to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.

Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.

Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.

Ancient Complex[edit]

 You've learned of an ancient complex nearby. It is said to contain information about <RELIC NAME>.  - Self-travel description
 <PAWN NAME>, <PAWN TYPE> of <FACTION NAME>, has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as <RELIC NAME>.  - Shuttle-travel description

This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular Ancient Complex quest. To conclude the sub-quest, hack all the ancient terminals within the map.

The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal.

The terminals have a flammability of 0%, making them immune to the fires often started by unstable fuel node explosions.

Relic Retrieval[edit]

Once you have completed 5 subquests, the location will appear. It will be defended by mechanoids, who will wake up in 3 days.

The relic will be inside a reliquary. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.

Pilgrims[edit]

Content added by the Ideology DLC Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours

They may offer gifts or join your colony, similar to the refugees quest

Biotech[edit]

Ancient Transport[edit]

 You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 Tesseron or Militor) 

Content added by the Biotech DLC This quest appears after destroying an ancient exostrider midsection, and using its ancient transponder. You can then choose to accept the quest at your leisure.

When accepting this quest:

The reward is the mechanitor corpse that the ship drops. You can extract the mechlink from this corpse, allowing one of your colonists to become a mechanitor themselves.

Having "Disable exostrider remains" as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor scenario.

Ancient Mechanitor Complex[edit]

 You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. 

Content added by the Biotech DLC Similarly to ancient complex quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.

This is the primary method of obtaining more than one mechanitor in a single playthrough.

Bloodthirsty Parley[edit]

 A sanguophage named <PAWN NAME> is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader <PAWN NAME> is asking for you to host the meeting at <COLONY NAME>. If you accept, 4 sanguophages will arrive at <COLONY NAME> from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. 

Content added by the Biotech DLC Sanguophages are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.

When accepting this quest:

  • Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain).
  • They will reach a set location inside your base, and place a blood torch. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.
  • The sanguophages may be attacked by a raid. If any sanguophages are downed by the raiders, then the quest will fail.

The first reward will always be "Gene implantation"; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.

Sanguophages, unless you have picked the aforementioned gene option, will always start with the Genes Extracted hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get Gene Extracted for ~1.2 years.

Sanguophage Transport[edit]

 You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near <COLONY NAME>. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. 

Content added by the Biotech DLC This quest will force a shuttle to crash on your colony, forcing a pawn with the sanguophage xenotype and a number of mortal thrall pawns to exit the crashed colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.

When accepting this quest:

  • A shuttle lands. After a while, the sanguophage will attack.
  • During or after the attack, thrall reinforcements may appear via drop pod. They can land inside your base.

The reward is the downed sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other human resources.

If Ideology is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all pawns that exits the shuttle.

Wastepack Dumping[edit]

 <PAWN NAME>, <PAWN TYPE> of <FACTION NAME> has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, <PAWN NAME> will deliver <NUMBER> toxic wastepack by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. 

Content added by the Biotech DLC A faction is asking permission to dump toxic waste into your colony.

When accepting this quest:

The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some pollution in your colony.

Anomaly[edit]

Mysterious cargo[edit]

This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 raid points. Subsequent occurrences are subject to a 4-year cooldown.

A faction is asking permission to dump a dangerous item onto your map.

When accepting this quest, one of three items will be dropped:

The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands.

If left uncontained, the spine will regenerate into a revenant. The spine can be carried to a holding platform to reform and resurrect the revenant in a containment cell.

When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.

Distress signal[edit]

You've intercepted a distress signal from a nearby camp of a faction.

Upon reaching the camp, you will find it overrun with Fingerspike, Toughspike, and Trispike. Members of the calling faction are usually dead, but may be alive.[Chance unknown.] The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well. One of the fleshsacks will contain a shard.

This quest can generate even if the Monolith has not been activated.

Endgame[edit]

There are 4 distinct ways to see the credits screen:

Ship to the Stars[edit]

The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own ship. This journey offer just gives you a way to leave the planet, without having to research and gather resources for that ship.

This quest appears roughly 20 days from game start.

Requirements:

  • Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% map coverage than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.
  • Prepare defenses and activate the ship reactor, which takes 15 days. During this time, you will be assaulted by countless raids - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. This means that you should expect a minimum of 1 raid per day, often multiple.

Each colonist or animal requires their own ship cryptosleep casket to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.

Failure conditions:

  • Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the ship reactor is destroyed, then you will need to start the 15 day activation process again.
  • Doing The Archonexus chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer ("the ship will fly away as you're settling the new colony")

For tips on traveling to the journey offer and defending Whitestone's ship, see Endings.

After the ship reactor has activated, all you have to do is load your colonists and escape the planet.

Royal Ascent[edit]

Content added by the Royalty DLC The High Stellarch of the empire is willing to perform a customary visit to any noble of the Count rank or higher. If all goes well, then your colonists can leave to space via shuttle.

This quest will appear roughly 35 days from colony start.

Requirements:

  • Have a colonist of Count rank and not be hostile to the empire faction.
  • Have a spare bedroom suitable for a stellarch at the time of acceptance (see Titles#Table of Requirements). Your count must also have a suitable bedroom.
  • House the High Stellarch for 12 days, a controllable guest. You can't just use a cryptosleep casket to preserve the stellarch until the end.
  • Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days.
  • The High Stellarch must be kept above 25% average mood for the duration of his stay.

You will also receive 4 cataphract-level soldiers (Stellic Wardens or Defenders). These soldiers can die without consequence. Like any other soldier guest, they will have the +12 On Duty moodlet. However, some of them will be conceited nobles. This includes the ability to use psycasts.

Failure conditions:

  • High Stellarch dies.
  • High Stellarch mood is too low for too long.
  • The empire faction becomes hostile to you.

Your count/countess does not have to stay alive in order succeed the quest.

The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.

If you've completed this quest, then a shuttle will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking "Get into shuttle".

The Archonexus[edit]

Content added by the Ideology DLC The archonexus core is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.

This quest first appears once you reach $150,000 colony wealth.

Part 1:

 A group of wild people/<FACTION NAME> are/is looking to expand their territory, and are interested in taking over <COLONY NAME> with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus.  - Part 1 Description 

In order to accept this quest, you must have a colony wealth of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed.

When accepting this part of the quest:

  • All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
  • You will start a new colony, anywhere on the map.
    • You can bring 5 colonists, 5 animals, 1 relic, and 7 stacks of items. You can bring different amounts of different items; the list can be seen at List of items. In addition, you will start with supplies from your scenario. Food, equipment, but not building materials from scenario are given.
  • Whitestone's ship for the Ship to the Stars quest will fly away, failing the actual quest. You can still build your own ship, if so desired.

No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival. Growing season at the destination might affect the player's timing for accepting the quest.

Once your colonists have landed in their new colony, the major archotech structure be present in the center of the map. It must be studied in order to continue.

Part 2:

 The map to the archonexus has three parts, and you hold one of them. <FACTION A NAME> and <FACTION B NAME> also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here.  - Part 2 Description 

Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.

When accepting this part of the quest:

  • All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
  • You will start a new colony, anywhere on the map. Same items as last time.

On the third colony (2nd restart), you will have a grand archotech structure instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.

Part 3:

 You have two parts of the archonexus map. <FACTION B NAME> have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure.  - Part 3 Description

Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure.

Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a total of 3 colonies at $350,000 wealth and need to reset 2 times.

When accepting this part of the quest:

  • Progress will not be reset. You must travel to the archonexus core, as indicated on the world map.
  • Once you have reached the archonexus core, all you have to do is activate it. There will be hostile mechanoids, but these can be ignored.

Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).

Anomaly Monolith[edit]

Content added by the Anomaly DLC You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.

Entity Codex:

The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.

Activated Monolith/Void Onslaught.:

When the monolith fully activates, the map will settle into eternal darkness and hordes of Entities will come to attack your colony.

Ending:

A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void.

  • If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.
  • If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels
  • Both endings will cause the monolith to crumble, and kill all entities on the map.

Version history[edit]

  • 0.18.1722 - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.
  • Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests.
  • 1.1.0 - Quest tab with information about available, active, and historical quests added.
  • 1.1.2563 - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
  • 1.1.2654 - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
  • 1.2.2719 - Shuttle defense, Refugee hospitality, and Bandit camp quests added.
  • 1.2.2753 - Trade requests will no longer request patchleather.
  • 1.3.3066 - Betraying temporary colonists, such as for the Refugee Hospitality quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.
  • 1.3.3074 - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
  • 1.3.3287 - Improve some charity quest-related message texts.
  • 1.4.3523 - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.
  • 1.4.3525 - Adjust some quest text to be a bit less dark.
  • 1.4.3542 - Fix: Quest lodgers can do the "give up and exit" mental break.
  • 1.4.3555 - Reduced the frequency of sanguophage-related quests. Increased frequency of genepacks in quest rewards.
  • 1.4.3558 - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.