Difference between revisions of "Scenario system"

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[[File:ChooseScenario.png|500px|thumb|Default scenario choosing window, with the [[Biotech DLC]] installed and one custom-set scenario.]]
  
[[File:ChooseScenario.png|200px|thumb|Default scenario choosing window, with one custom-set scenario.]]
+
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).
  
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. There are 4 built-in scenarios in the game, one of which is the default experience from versions before A14. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).
+
==New Tribe vs New Arrivals==
 +
Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:
 +
*'''New tribes:''' Inherited by the "Lost Tribe" default scenario, and selectable in the scenario editor.
 +
*'''New arrivals:''' Inherited by the "Crashlanded", "Rich Explorer", and "Naked Brutality" default scenarios, and selectable in the scenario editor.
 +
 
 +
There are some significant differences between the New Tribe and New Arrivals scenarios.  
 +
 
 +
=== Research ===
 +
The most significant difference is the starting [[research]] and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.
 +
 
 +
Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research points required by new tribes by {{Bad|+50%}} per level for technologies above '''Neolithic''', capped at 200% ('''Industrial'''). Note that most techs on the research tree are classified as '''Industrial''' or higher.
 +
<div style="display:inline-table; vertical-align:top;">
 +
{| class="wikitable" style=display:inline-table
 +
|-id="Tech Packs"
 +
!  colspan = "2"|  Starting Research
 +
|-
 +
! New Tribe !! New Arrivals
 +
|-
 +
|
 +
* [[Research#Passive cooler|Passive Cooler]]
 +
* [[Research#Tree sowing|Tree Sowing]]
 +
* [[Research#Recurve bow|Recurve Bow]]
 +
* [[Research#Psychoid brewing|Psychoid Brewing]]
 +
* [[Research#Pemmican|Pemmican]]
 +
|
 +
 
 +
* [[Research#Passive cooler|Passive Cooler]]
 +
* [[Research#Stonecutting|Stonecutting]]
 +
* [[Research#Complex clothing|Complex Clothing]]
 +
* [[Research#Complex furniture|Complex Furniture]]
 +
* [[Research#Electricity|Electricity]]
 +
* [[Research#Air conditioning|Air Conditioning]]
 +
* [[Research#Nutrient paste|Nutrient Paste]]
 +
|}
 +
</div>
 +
<div style="display:inline-table; vertical-align:top; text-align: center">
 +
{| class="wikitable" style=display:inline-table
 +
|-
 +
! rowspan = "2"| Project tech <br/>level
 +
! colspan = "2"| Research cost multiplier
 +
|-
 +
! New Tribe !! New Arrivals
 +
|-
 +
! Neolithic
 +
| 100% || 100%
 +
|-
 +
! Medieval
 +
| 150% || 100%
 +
|-
 +
! Industrial
 +
| 200% || 100%
 +
|-
 +
! Spacer
 +
| 200% || 100%
 +
|-
 +
! Ultra
 +
| 200% || 100%
 +
|}
 +
</div>
 +
 
 +
 
 +
===Other differences===
 +
{| class="wikitable" style=display:inline-table
 +
|-
 +
! New Tribe !! New Arrivals
 +
|-
 +
| Can build the [[hoopstone ring]] and [[Game-of-Ur board]] || Can build the [[horseshoes pin]] and [[chess table]]
 +
|-
 +
| Starting pawns:
 +
* Have [[Backstories|backstories]] from the "Tribal" category, which have the Natural [[meditation focus]]. This allows most tribals to meditate at the [[Anima tree]]{{RoyaltyIcon}}.
 +
** 3 player created backstories lack the natural mediation focus albeit appear regardless as possible starting pawns these include:
 +
***Samantha 'Sam' Haxton's Ranger Child
 +
***Valentin 'Val' Anastasi's Mad scientist
 +
***Christian 'Wolle' Alberts's Gamer Fanatic
 +
** Any [[children]]{{BiotechIcon}} of a tribe also gain the natural meditation focus, unless [[Growth vat|Vatgrown]] for enough time.
 +
* Have a 2% chance to have one of the following artificial body parts: {{Tag List|value=50|techHediffsTags|Poor}}
 +
| Starting pawns:
 +
* Have [[Backstories|backstories]] from the "Offworld" category.  
 +
* Have a 3% chance to have one of the following artificial body parts: {{Tag List|value=800|techHediffsTags|Poor|Simple|ImplantEmpireCommon}}
 +
|- <!-- Resistance is set by Pawn_GuestTracker. Its a random Value * F(initialResistanceRange) + Offset from Royal title, Rounded. F(initialResistanceRange) = [ (maxInclusive - minInclusive) + minInclusive] OR minInclusive (If maxInclusive<= minInclusive).
 +
Recruitment is handled by InteractionWorker_RecruitAttempt.
 +
I see no
 +
-->
 +
| [[Prisoner#Starting resistance|Recruitment difficulty]] increased by {{Bad|32%}} for the factions: {{Check Tag|This may not be true.}}
 +
* [[Outlanders]]
 +
* [[Pirates]]
 +
| [[Prisoner#Starting resistance|Recruitment difficulty]] increased by {{Bad|32%}} for the factions: {{Check Tag|This may not be true.}}
 +
* [[Tribal]]s
 +
|-
 +
| Tribals forage 70% more food while traveling. See [[Caravan#Foraging|Caravan]] for details. ||
 +
|-
 +
| Can craft the [[tribal headdress]] and [[war mask]] ||
 +
|-
 +
| colspan=2| {{Ideology|section=1}}
 +
|-
 +
| Allows the '''Drum party''' [[Ritual]] || Allows the '''Dance party''' [[Ritual]]
 +
|}
 +
 
 +
=== Starting Memes ===
 +
{{Ideology|section=1}}
 +
In addition to the above, some [[memes]] affect the starting scenario in one or more ways.
 +
{| class="wikitable" style=display:inline-table
 +
|-
 +
! Meme !! Starts with tech !! Allows to Build !! Others
 +
|-
 +
! '''[[Blindsight]]'''<br/>[[File:Blindsight.png|64px]]
 +
| - || - || Pawns will start [[Blindness|blinded]]
 +
|-
 +
! '''High life'''<br/>[[File:High life.png|64px]]
 +
| - || [[Autobong]]<br/>[[Mindbend carpet]] || -
 +
|-
 +
! '''Pain is virtue'''<br/>[[File:Pain is virtue.png|64px]]
 +
| - || [[Slab bed]]<br/>[[Slab double bed]] || Starting Pawns will have [[scar]]s. <br/>Though its memes, nullifies:
 +
* "Ate without table -3"
 +
* "Slept outside -4"
 +
* "Slept on ground -4"
 +
* "Soaking wet -3"
 +
* "Slept in the cold -4"
 +
* "Slept in the heat -4"
 +
|-
 +
! '''Transhumanist'''<br/>[[File:Transhumanist.png|64px]]
 +
| - || [[Hex carpet]]<br/>[[Hex tile]]<br/>[[Neural supercharger]]<br/>[[Sleep accelerator]] || -
 +
|-
 +
! '''Tree connection'''<br/>[[File:Tree connection.png|64px]]
 +
| [[Tree sowing]] || - || Though its memes, nullifies:
 +
* "Ate without table -3"
 +
* "Slept outside -4"
 +
* "Slept on ground -4"
 +
* "Soaking wet -3"
 +
* "Slept in the cold -4"
 +
* "Slept in the heat -4"
 +
|-
 +
! '''Tunneler'''<br/>[[File:Tunneler.png|64px]]
 +
| [[Research#Stonecutting|Stonecutting]] || [[Fungal gravel]] || Grants the [[Ideoligion#Small spaces|Small spaces]] meme.
 +
|-
 +
! '''Bloodfeeding'''<br/>{{BiotechIcon}}<br/>[[File:Bloodfeeding.png|64px]]
 +
| [[Research#Electricity|Electricity]]<br/>[[Deathrest]] || - || -
 +
|}
  
 
==Default Scenarios==
 
==Default Scenarios==
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Here are the four scenarios listed in order as shown in game:
 
Here are the four scenarios listed in order as shown in game:
  
===Crashlanded===
+
{| class="wikitable mw-collapsible" style=display:inline-table
'''Summary:''' Three crashlanded survivors - the classic RimWorld experience.<br>
+
!!! Crashlanded !! Lost Tribe !! The Rich Explorer !! Naked Brutality
'''Description:''' The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.
+
|-
 +
! Summary
 +
| Three crashlanded survivors - the classic RimWorld experience. || Five lost tribespeople attempt to rebuild. Difficult. ||  One rich explorer out to experience the universe. Extra difficult. ||Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair.
 +
|-
 +
! rowspan=2 | Description
 +
| rowspan=2|The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. || Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.|| People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.  || You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
 +
|-
 +
| '''Note:''' Since you'll start poor and research slowly, this is a difficult scenario. || '''Note:''' Since your starting character will lack some skills, this is an especially difficult scenario in the early game. || '''Warning:''' There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason.
 +
|-style="text-align: center; vertical-align: middle;"
 +
! Scenario Type
 +
| New Arrivals || New Tribe || New Arrivals || New Arrivals
 +
|-
 +
! Starting pawns
 +
| Start with three people, chosen from eight
 +
* Arrive in drop pods
 +
* 50% chance of having [[cryptosleep sickness]] (Only lasts 3.2 to 4.8 in-game hours)
 +
* All potential options will have backstories from the "Offworld" category.
 +
|Start with five people, chosen from eight
 +
* They have a 50% chance of starting with [[malnutrition]]
 +
** Severity ranges from 20% (minor) to 40% (moderate)
 +
* They will have a 'food' need between 0-10%
 +
* All potential options will have backstories from the "Tribal" category.
 +
| Start with one person, chosen from eight
 +
* Arrive in drop pods
 +
* All potential options will have backstories from the "Offworld" category.
 +
| Start with one person, chosen from eight
 +
* All potential options will have backstories from the "Offworld" category.
 +
|-
 +
! Starting Pet
 +
| One random pet, which will be bonded to a random colonist
 +
| 3 random pets
 +
* Has a 100% chance of being bonded with random colonists
 +
* Has a 100% chance of being bonded with the starting colonist
 +
| One random pet, which will be bonded to the starting colonist
 +
| None
 +
|-
 +
! Starting Techs
 +
|
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
|
 +
* [[Scenario system#Tech Packs|New Tribe Package]]
 +
|
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
* [[Research#Smithing|Smithing]]
 +
* [[Research#Machining|Machining]]
 +
* [[Research#Gunsmithing|Gunsmithing]]
 +
* [[Research#Blowback Operation|Blowback Operation]]
 +
* [[Research#Gun turrets|Gun Turrets]]
 +
|
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
|-
 +
! rowspan=3 | Starting Supplies
 +
|
 +
* 800 [[silver]]
 +
* 50 [[packaged survival meal]]s (around 8 days worth of food)
 +
* 30 [[components]]
 +
* 30 [[medicine]]
 +
|
 +
* 200 [[silver]]
 +
* 400 [[pemmican]] (slightly more than 2 day's worth of food, 300 pre-Beta 19)
 +
* 20 [[herbal medicine]]
 +
|
 +
* 2,000 [[silver]]
 +
* 40 [[packaged survival meal]]s (around 20 days worth of food)
 +
* 30 [[component]]s
 +
* 30 [[glitterworld medicine]]
 +
* 30 [[gold]]
 +
|
 +
* No supplies
 +
|-
 +
| Nearby building materials
 +
* 450 [[steel]]
 +
* 300 [[wood]]
 +
| Nearby building materials
 +
* 500 [[wood]]
 +
| Nearby building materials
 +
* 450 [[steel]]
 +
* 300 [[wood]]
 +
|style="text-align: center">| -
 +
|-
 +
|Various resources scattered around the map
 +
* 3 [[ship chunk]]s
 +
* 720 [[steel]]
 +
* 7 [[packaged survival meal]]s
 +
|style="text-align: center">| - ||style="text-align: center">| -
 +
| 1 to 2 [[steel slag chunk]]s from the drop pod.
 +
|-
 +
! Others
 +
| Start with three normal-quality weapons
 +
* 1 [[bolt-action rifle]]
 +
* 1 [[revolver]]
 +
* 1 plasteel [[knife]]
  
* Start with three people, chosen from eight
+
Start with three pieces of armor (in addition to synthread clothes)
** They will be 'New arrivals'
+
* 1 plasteel [[flak helmet]]
** Arrive in drop pods
+
* 1 [[flak pants]]
** 50% chance of having [[cryptosleep sickness]] (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours)
+
* 1 [[flak vest]]
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
+
| Start with 6 weapons
* Start with one random pet
+
* 2 [[short bow]]s
** Has a 100% chance of being bonded with a random colonist
+
* 1 bundle of [[pila]]
* Start with technology already researched
+
* 1 wooden [[club]]
** [[Research#Passive cooler|Passive Cooler]]
+
* 1 steel [[ikwa]]
** [[Research#Stonecutting|Stonecutting]]
+
* 1 [[Jade knife]] (unique item to this scenario only)
** [[Research#Complex clothing|Complex Clothing]]
+
|
** [[Research#Complex furniture|Complex Furniture]]
+
Start with a high-tech weapon
** [[Research#Electricity|Electricity]]
+
* 1 [[charge rifle]]
** [[Research#Air conditioning|Air Conditioning]]
 
** [[Research#Nutrient paste|Nutrient Paste]]
 
* Start with three normal-[[quality]] weapons
 
** 1 [[bolt-action rifle]]
 
** 1 [[revolver]]
 
** 1 [[plasteel]] [[knife]]
 
* Start with three pieces of armor (in addition to [[synthread]] clothes)
 
** 1 plasteel [[flak helmet]]
 
** 1 [[flak pants]]
 
** 1 [[flak vest]]
 
* Start with basic supplies
 
** 800 [[silver]]
 
** 50* [[packaged survival meal]]s (around 6.25 days worth of food)
 
::: (* 44 in earlier versions)
 
** 30 [[component]]s
 
** 30 [[medicine]]
 
* Start near basic building [[materials]]
 
** 450 [[steel]]
 
** 300 [[wood]]
 
* Various resources scattered around the map
 
** 3 [[ship chunk]]s
 
** 720 steel
 
** 7 packaged survival meals
 
  
===Lost Tribe===
+
| Colonist arrives naked
'''Summary:''' Five lost tribespeople attempt to rebuild. Difficult.<br>
+
|}
'''Description:''' Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. Note: Since you'll start poor and research slowly, this is a difficult scenario.
 
* Start with five people, chosen from eight
 
** They will be a 'New tribe'
 
** They have a 50% chance of starting with [[malnutrition]]
 
*** Severity ranges from 20% (minor) to 40% (moderate)
 
** They have a 100% chance of having a less satisfied 'food' [[needs|need]]
 
*** Satisfaction is set to 0-10%
 
** All potential options will have [[Backstories|backstories]] from the "Tribal" category.
 
* Start with 3 random pets
 
** Has a 100% chance of being bonded with random colonists
 
** Has a 100% chance of being bonded with the starting colonist
 
* Start with technology already researched
 
** [[Research#Tree sowing|Tree Sowing]]
 
** [[Research#Recurve bow|Recurve Bow]]
 
** [[Research#Psychoid brewing|Psychoid Brewing]]
 
** [[Research#Passive cooler|Passive Cooler]]
 
** [[Research#Pemmican|Pemmican]]
 
* Start with 6 weapons
 
** 2 [[short bow]]s
 
** 1 bundle of [[pila]]
 
** 1 wooden [[club]]
 
** 1 steel [[ikwa]]
 
** 1 [[Jade knife]] (unique item to this scenario only)
 
* Start with basic supplies
 
** 200 silver
 
** 400 [[pemmican]] (slightly more than one day's worth of food, 300 pre-Beta 19)
 
** 20 [[herbal medicine]]
 
* Start near basic building materials
 
** 500 wood
 
  
===The Rich Explorer===
+
{{Biotech|section=1}}
'''Summary:''' One rich explorer out to experience the universe. Extra difficult.<br>
 
'''Description:''' People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game.
 
* Start with one person, chosen from eight
 
** They will be 'New arrivals'
 
** Arrive in drop pods
 
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
 
* Start with one random pet
 
** Has a 100% chance of being bonded with the starting colonist
 
* Start with technology already researched
 
** [[Research#Passive cooler|Passive Cooler]]
 
** [[Research#Stonecutting|Stonecutting]]
 
** [[Research#Complex clothing|Complex Clothing]]
 
** [[Research#Smithing|Smithing]]
 
** [[Research#Complex furniture|Complex Furniture]]
 
** [[Research#Electricity|Electricity]]
 
** [[Research#Air conditioning|Air Conditioning]]
 
** [[Research#Machining|Machining]]
 
** [[Research#Gunsmithing|Gunsmithing]]
 
** [[Research#Nutrient paste|Nutrient Paste]]
 
** [[Research#Blowback operation|Blowback Operation]]
 
** [[Research#Gun turrets|Gun Turrets]]
 
* Start with a high-tech weapon
 
** 1 [[charge rifle]]
 
* Start with advanced supplies
 
** 2,000 silver
 
** 40 packaged survival meals (around 20 days worth of food)
 
** 30 components
 
** 30 [[glitterworld medicine]]
 
** 30 [[gold]]
 
* Start near basic building materials
 
** 450 steel
 
** 300 wood
 
  
===Naked Brutality===
+
{| class="wikitable mw-collapsible" style=display:inline-table
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? <br>
+
!!! The Mechanitor !! The Sanguophage
'''Description:''' You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
+
|-
*Start with one person, chosen from eight
+
! Summary
**They will be 'New Arrivals'
+
| One mechanitor and a few servant mechanoids. || One crashlanded sanguophage needing blood to survive, and one human colonist.
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
+
|-
*Start with no items (except for 1 to 2 metal slag chunks from the drop pod)
+
! rowspan=2 | Description
*Colonist arrives naked
+
| You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
* Start with technology already researched
+
| When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.
** [[Research#Passive cooler|Passive Cooler]]
+
|-
** [[Research#Stonecutting|Stonecutting]]
+
| '''Note:''' Since your starting character will lack some skills, this is a difficult scenario. || '''Note:''' Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario.  
** [[Research#Complex clothing|Complex Clothing]]
+
|-
** [[Research#Complex furniture|Complex Furniture]]
+
! Scenario Type
** [[Research#Electricity|Electricity]]
+
| colspan=2 | {{center|New Arrivals}}
** [[Research#Air conditioning|Air Conditioning]]
+
|-
** [[Research#Nutrient paste|Nutrient Paste]]
+
! Starting pawns
 +
| Start with one person, chosen from eight
 +
* They will always be a [[mechanitor]]
 +
* Forced trait: [[Recluse]]
 +
* Forbidden traits: [[Body purist]], [[Psychically dull]], [[Psychically deaf]]
 +
* They will always be capable of Intellectual
 +
* They will always be equipped with:
 +
** 1x [[Flak vest]]
 +
** 1x [[Duster]]
 +
** 1x [[Button-down shirt]]
 +
** 1x [[Pants]]
 +
** 1x [[Airwire headset]]
 +
** 1x Masterwork [[Biocoded]] [[Autopistol]]
 +
* Arrive in drop pods
 +
* All potential options will have backstories from the "Offworld" category.
 +
| Starts with 2 persons:
 +
* One adult/children [[sanguophage]] and one baseliner colonist of any age.
 +
* Arrive in drop pods
 +
|-
 +
! Starting Mechanoids
 +
|
 +
* 1 [[Lifter]]
 +
* 1 [[Constructoid]]
 +
|style="text-align: center">| -
 +
|-
 +
! Starting Techs
 +
|
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
* [[Research#Microelectronics|Microelectronics]]
 +
* [[Research#Basic mechtech|Basic mechtech]]
 +
* [[Battery]]
 +
|
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
* [[Deathrest]]
 +
|-
 +
! Starting Supplies
 +
|
 +
* 1,000 [[silver]]
 +
* 40 [[packaged survival meal]]s (around 20 days worth of food)
 +
* 55 [[component]]s
 +
* 10 [[medicine]]
 +
* 100 [[plasteel]]
 +
* 900 [[steel]]
 +
* 300 [[wood]]
 +
* 5 [[Basic subcore]]
 +
|
 +
* 2,000 [[silver]]
 +
* 30 [[packaged survival meal]]s (around 15 days worth of food)
 +
* 10 [[component]]s
 +
* 20 [[medicine]]
 +
* 100 [[plasteel]]
 +
* 200 [[steel]]
 +
* 200 [[wood]]
 +
* 30 [[Hemogen pack]]
 +
* 1 Masterwork Steel [[Longsword]]
 +
|-
 +
! Others
 +
| The exostrider remains that usually spawn on the starting map will also be disabled. ||style="text-align: center">| -
 +
|}
  
==Differences between New Tribe and New Arrivals==
+
{{Anomaly|section=1}}
There are some significant differences with the New Tribe scenario compared to New Arrivals.
 
  
* Tribals begin with a different (lower tech) set of technology already researched as described above.
+
{| class="wikitable mw-collapsible" style=display:inline-table
* Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better.
+
! colspan=2 | The Anomaly
{| class="wikitable"
 
 
|-
 
|-
! Project tech level
+
! Summary
! Research cost multiplier
+
| Three researchers and a ghoul investigate an ancient monolith.<br>
 +
|-
 +
! rowspan=2 | Description
 +
| Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
 +
|-
 +
| '''Note:''' This is a difficult scenario and is not recommended for new players.
 +
|-style="text-align: center; vertical-align: middle;"
 +
! Scenario Type
 +
| {{Hover title|As New Arrivals, but with labcoats and relevant backstories|Research Expedition}}
 
|-
 
|-
| Neolithic
+
! Starting pawns
| style="text-align: center | 100%
+
| Start with one ghoul and three colonists.
 +
* They have a 4% chance{{Check Tag|Each?}} of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
 +
* Arrive in drop pods
 
|-
 
|-
| Medieval
+
! Starting Techs
| style="text-align: center | 150%
+
| Start with technology already researched
 +
* [[Scenario system#Tech Packs|New Arrival Package]]
 +
* [[Research#Security door|Security door]]
 +
* [[Research#Battery|Battery]]
 
|-
 
|-
| Industrial
+
! Starting Supplies
| style="text-align: center | 200%
+
|
 +
* 50 [[packaged survival meal]]s (around 16 days worth of food)
 +
* 100 [[twisted meat]]
 +
* 45 [[medicine]]
 +
* 45 [[component]]
 +
* 1 [[holding platform]]
 +
* 1 [[proximity detector]]
 +
* 2 [[Quality|normal]] [[textbook]]s
 +
* 1 [[Quality|good]] [[tome]]
 +
* 1 [[Quality|normal]] [[pump shotgun]]
 +
* 1 [[Quality|normal]] [[Steel]] [[knife]]
 +
* 1 [[shard]]
 +
* 2 [[turret pack]]s
 +
* 100 [[bioferrite]]
 +
* 250 [[wood]]
 +
* 800 [[steel]]
 +
* 70 [[plasteel]]
 +
* Various resources scattered around the map
 +
** 5 [[ship chunk]]s
 +
** 700 [[steel]]
 
|-
 
|-
| Spacer
+
! Others
| style="text-align: center | 200%
+
|
 +
* After 12-15 days, a ghoul transport pod crash incident will occur.
 +
* The [[monolith]] is activated from the start
 
|}
 
|}
* Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
 
* For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the [[horseshoes pin]] and [[chess table]] that New Arrivals craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally better benefits. Colonies can trade with tribes or outlanders to purchase the respective entertainment items they are unable to craft.
 
* Tribals can craft [[tribal headdress]]es, [[war mask]]s, and [[veil]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks and veils are easy to craft early on and provide a unique increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. New Arrivals will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.
 
* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] other [[Factions#Tribes|tribals]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]]. This relationship is switched for New Arrivals, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.
 
* Tribals will all have [[Backstories|backstories]] from the "Tribal" category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}
 
  
==Scenario editor==
+
== Scenario editor ==
 
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]
 
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]
 
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.
 
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.
  
===Edit mode===
+
=== Edit mode ===
  
 
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.
 
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.
  
====Mandatory parts====
+
==== Mandatory parts ====  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
Line 200: Line 430:
 
! Player faction
 
! Player faction
 
| The type of faction you will run. (changes what research you have and don't have)
 
| The type of faction you will run. (changes what research you have and don't have)
| Colony<br>Tribe
+
| New Arrivals<br>New Tribe
  
 
|-
 
|-
Line 206: Line 436:
 
| The number of people you will start with.
 
| The number of people you will start with.
 
| Number (max 10)
 
| Number (max 10)
 +
 +
|-
 +
! Starting people {{BiotechIcon}}
 +
| The number of people you will start with and what kind of xeno races. (More can be added)
 +
| Number (max 10)<br>Racetype<br>Required? (Cannot go below 1)
  
 
|-
 
|-
Line 214: Line 449:
 
</li><div>
 
</li><div>
  
====Voluntary parts====
+
==== Voluntary parts ====
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Part name
 
! Part name
Line 222: Line 457:
 
|-
 
|-
 
! Allowed age range
 
! Allowed age range
| The biological age range of your colonists.
+
| The biological age range of your starting colonists.
 
| Number slider (min 15, max 120)
 
| Number slider (min 15, max 120)
  
 
|-
 
|-
 
! Characters explode on death
 
! Characters explode on death
| Self explanatory.
+
| Self explanatory. Number determines radius.
 
| Number (max 1000000000) and type of explosion (bomb or flame)
 
| Number (max 1000000000) and type of explosion (bomb or flame)
  
 
|-
 
|-
 
! Create incident
 
! Create incident
| Creating of an incident for the colony, with the option to repeat every X days.
+
| Creating of an [[events|incident]] for the colony, with the option to repeat every X days.
 
| Number (max 1000000000)<br />Repeat checkbox
 
| Number (max 1000000000)<br />Repeat checkbox
+
 
 +
|-
 +
! Disable exostrider remains {{BiotechIcon}}
 +
| Disable chance of exostrider remains showing up. Recommended not to start without [[Mechanitor]] as this disables the ability to get the required implant for Mechanoid control.
 +
| None (Only can be added once)
 +
 
 
|-
 
|-
 
! Disable incident
 
! Disable incident
 
| Disabling of an incident for the colony.
 
| Disabling of an incident for the colony.
| Every incident
+
| Any incident
  
 
|-
 
|-
 
! Disallow building
 
! Disallow building
 
| Disallows a building from being built.
 
| Disallows a building from being built.
| Every building
+
| Any building
  
 
|-
 
|-
Line 304: Line 544:
 
| Makes the game start you with the specified animals as pets.
 
| Makes the game start you with the specified animals as pets.
 
| Number (max 100000000000)<br>Animal
 
| Number (max 100000000000)<br>Animal
 +
 +
|-
 +
! Start with mechanoid{{BiotechIcon}}
 +
| Makes the game start you with the specified controllable mechanoids
 +
| Number (max 100000000000)<br>Mechanoid
  
 
|-
 
|-
Line 320: Line 565:
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.
 
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.
 +
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.
 +
* [[Version/0.19.2009|0.19.2009]] - Naked Brutality scenario added.
 +
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: You can start as a psychically deaf mechanitor.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at tribal game start don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}
 +
  
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

Latest revision as of 08:07, 23 November 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Game Creation Scenario system AI Storytellers World Generation Biomes

Default scenario choosing window, with the Biotech DLC installed and one custom-set scenario.

The scenario system allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).

New Tribe vs New Arrivals[edit]

Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:

  • New tribes: Inherited by the "Lost Tribe" default scenario, and selectable in the scenario editor.
  • New arrivals: Inherited by the "Crashlanded", "Rich Explorer", and "Naked Brutality" default scenarios, and selectable in the scenario editor.

There are some significant differences between the New Tribe and New Arrivals scenarios.

Research[edit]

The most significant difference is the starting research and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.

Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research points required by new tribes by +50% per level for technologies above Neolithic, capped at 200% (Industrial). Note that most techs on the research tree are classified as Industrial or higher.

Starting Research
New Tribe New Arrivals
Project tech
level
Research cost multiplier
New Tribe New Arrivals
Neolithic 100% 100%
Medieval 150% 100%
Industrial 200% 100%
Spacer 200% 100%
Ultra 200% 100%


Other differences[edit]

New Tribe New Arrivals
Can build the hoopstone ring and Game-of-Ur board Can build the horseshoes pin and chess table
Starting pawns:
  • Have backstories from the "Tribal" category, which have the Natural meditation focus. This allows most tribals to meditate at the Anima treeContent added by the Royalty DLC.
    • 3 player created backstories lack the natural mediation focus albeit appear regardless as possible starting pawns these include:
      • Samantha 'Sam' Haxton's Ranger Child
      • Valentin 'Val' Anastasi's Mad scientist
      • Christian 'Wolle' Alberts's Gamer Fanatic
    • Any childrenContent added by the Biotech DLC of a tribe also gain the natural meditation focus, unless Vatgrown for enough time.
  • Have a 2% chance to have one of the following artificial body parts: Denture Peg leg Wooden foot Wooden hand
Starting pawns:
Recruitment difficulty increased by 32% for the factions: [This may not be true.] Recruitment difficulty increased by 32% for the factions: [This may not be true.]
Tribals forage 70% more food while traveling. See Caravan for details.
Can craft the tribal headdress and war mask
Allows the Drum party Ritual Allows the Dance party Ritual

Starting Memes[edit]

In addition to the above, some memes affect the starting scenario in one or more ways.

Meme Starts with tech Allows to Build Others
Blindsight
Blindsight.png
- - Pawns will start blinded
High life
High life.png
- Autobong
Mindbend carpet
-
Pain is virtue
Pain is virtue.png
- Slab bed
Slab double bed
Starting Pawns will have scars.
Though its memes, nullifies:
  • "Ate without table -3"
  • "Slept outside -4"
  • "Slept on ground -4"
  • "Soaking wet -3"
  • "Slept in the cold -4"
  • "Slept in the heat -4"
Transhumanist
Transhumanist.png
- Hex carpet
Hex tile
Neural supercharger
Sleep accelerator
-
Tree connection
Tree connection.png
Tree sowing - Though its memes, nullifies:
  • "Ate without table -3"
  • "Slept outside -4"
  • "Slept on ground -4"
  • "Soaking wet -3"
  • "Slept in the cold -4"
  • "Slept in the heat -4"
Tunneler
Tunneler.png
Stonecutting Fungal gravel Grants the Small spaces meme.
Bloodfeeding
Content added by the Biotech DLC
Bloodfeeding.png
Electricity
Deathrest
- -

Default Scenarios[edit]

These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of 'blood machines'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.

Here are the four scenarios listed in order as shown in game:

Crashlanded Lost Tribe The Rich Explorer Naked Brutality
Summary Three crashlanded survivors - the classic RimWorld experience. Five lost tribespeople attempt to rebuild. Difficult. One rich explorer out to experience the universe. Extra difficult. Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair.
Description The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
Note: Since you'll start poor and research slowly, this is a difficult scenario. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. Warning: There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason.
Scenario Type New Arrivals New Tribe New Arrivals New Arrivals
Starting pawns Start with three people, chosen from eight
  • Arrive in drop pods
  • 50% chance of having cryptosleep sickness (Only lasts 3.2 to 4.8 in-game hours)
  • All potential options will have backstories from the "Offworld" category.
Start with five people, chosen from eight
  • They have a 50% chance of starting with malnutrition
    • Severity ranges from 20% (minor) to 40% (moderate)
  • They will have a 'food' need between 0-10%
  • All potential options will have backstories from the "Tribal" category.
Start with one person, chosen from eight
  • Arrive in drop pods
  • All potential options will have backstories from the "Offworld" category.
Start with one person, chosen from eight
  • All potential options will have backstories from the "Offworld" category.
Starting Pet One random pet, which will be bonded to a random colonist 3 random pets
  • Has a 100% chance of being bonded with random colonists
  • Has a 100% chance of being bonded with the starting colonist
One random pet, which will be bonded to the starting colonist None
Starting Techs
Starting Supplies
  • No supplies
Nearby building materials Nearby building materials Nearby building materials -
Various resources scattered around the map - - 1 to 2 steel slag chunks from the drop pod.
Others Start with three normal-quality weapons

Start with three pieces of armor (in addition to synthread clothes)

Start with 6 weapons

Start with a high-tech weapon

Colonist arrives naked
The Mechanitor The Sanguophage
Summary One mechanitor and a few servant mechanoids. One crashlanded sanguophage needing blood to survive, and one human colonist.
Description You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential! When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.
Note: Since your starting character will lack some skills, this is a difficult scenario. Note: Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario.
Scenario Type
New Arrivals
Starting pawns Start with one person, chosen from eight Starts with 2 persons:
  • One adult/children sanguophage and one baseliner colonist of any age.
  • Arrive in drop pods
Starting Mechanoids -
Starting Techs
Starting Supplies
Others The exostrider remains that usually spawn on the starting map will also be disabled. -
The Anomaly
Summary Three researchers and a ghoul investigate an ancient monolith.
Description Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
Note: This is a difficult scenario and is not recommended for new players.
Scenario Type Research Expedition
Starting pawns Start with one ghoul and three colonists.
  • They have a 4% chance[Each?] of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
  • Arrive in drop pods
Starting Techs Start with technology already researched
Starting Supplies
Others
  • After 12-15 days, a ghoul transport pod crash incident will occur.
  • The monolith is activated from the start

Scenario editor[edit]

Scenario edit mode

The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.

Edit mode[edit]

In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.

Mandatory parts[edit]

  • Part name Description Possible inputs
    Title The title for the scenario. Text
    Summary A short version of the description for the scenario. Text
    Description The description for the scenario. Text
    Player faction The type of faction you will run. (changes what research you have and don't have) New Arrivals
    New Tribe
    Starting people The number of people you will start with. Number (max 10)
    Starting people Content added by the Biotech DLC The number of people you will start with and what kind of xeno races. (More can be added) Number (max 10)
    Racetype
    Required? (Cannot go below 1)
    Arrival method How your colonists will arrive. Standing
    Drop pods
  • Voluntary parts[edit]

    Part name Description Possible inputs
    Allowed age range The biological age range of your starting colonists. Number slider (min 15, max 120)
    Characters explode on death Self explanatory. Number determines radius. Number (max 1000000000) and type of explosion (bomb or flame)
    Create incident Creating of an incident for the colony, with the option to repeat every X days. Number (max 1000000000)
    Repeat checkbox
    Disable exostrider remains Content added by the Biotech DLC Disable chance of exostrider remains showing up. Recommended not to start without Mechanitor as this disables the ability to get the required implant for Mechanoid control. None (Only can be added once)
    Disable incident Disabling of an incident for the colony. Any incident
    Disallow building Disallows a building from being built. Any building
    Forced health condition Forces the characters specified to have a specific health condition. Type of health condition
    Severity of the condition
    Chance for having the condition
    Who will have the condition
    Forced trait Forces the characters specified to have a specific trait. Trait
    Chance for having the trait
    Who will have the trait
    Game start dialog Text shown at the start of the game Text
    Naked Chance of colonists or planet inhabitants being naked Chance of nudity
    Who will be naked
    Permanent game condition Forces the world to have a constant planetary effect Game condition
    Permanent map condition Forces the map to have the specified map condition permanently on Map condition
    Planetkiller weapon incoming Makes the game end after a specified amount of days Number (max 1000000000)
    Scattered randomly Makes the game scatter the specified items randomly around the map. Item
    Number (max 100000000000)
    Set need level Sets the starting level of need until the characters can restore themselves. Need
    Severity of need
    Chance
    Who the need is applied to
    Start near Makes the game spawn the specified items near your starting location. Item
    Number (max 100000000000)
    Start with Makes the game drop the specified items to your starting location. Item
    Number (max 100000000000)
    Start with animal(s) Makes the game start you with the specified animals as pets. Number (max 100000000000)
    Animal
    Start with mechanoidContent added by the Biotech DLC Makes the game start you with the specified controllable mechanoids Number (max 100000000000)
    Mechanoid
    Start with research Makes the game start you with the specified research. Research
    Stat multiplier The multiplier for Stats Number (max 10000)

    These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.

    Version history[edit]

    • 0.12.906 - Colonies now start with a pet.
    • 0.14.1234 - Scenario system added. The previous default experience is now the Crashlanded scenario.
    • 0.19.2009 - Naked Brutality scenario added.
    • ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.
    • 1.4.3555 - Fix: You can start as a psychically deaf mechanitor.
    • 1.4.3563 - Fix: ChildrenContent added by the Biotech DLC generated at tribal game start don't have natural meditation focus.Content added by the Royalty DLC