Quests

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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, honor Content added by the Royalty DLC, 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 childrenContent added by the Biotech DLC as part of the quest or reward.

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.

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.

Rewards

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.

Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:

  • 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 Nobles Content added by the Royalty DLC, which prevents the Noble from getting upset.
  • Retrieving Relic Content added by the Ideology DLC 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.

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.

Some items can only be obtained through quest rewards, such as Vanometric power cell and Infinite chemreactors, others are rare outside of quests such as Archotech arms, Archotech legs, and Archotech eyes, or very rarely Archite GenesContent added by the Biotech DLC.



Bandit camp

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.

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.

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.

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.

Prisoner rescue

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.

The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.

Strategies

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 conduits 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.

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.

Trade request

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.

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.

Anything of the listed quality or better will work. The amount of health remaining does not matter.

For clothing, tainted apparel is not accepted.

Patchleather will never be requested.

Item stash opportunity

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 artifacts.

Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.

Strategies

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.

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 packs,Content added by the Royalty DLC locust armor,Content added by the Royalty DLC or the Skip psycast Content added by the Royalty DLC all significantly simplify and safen this process, but are obviously restricted to those with the Royalty DLC.

Peace talks opportunity

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.

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.

Bringing along prisoners to release has no effect on the outcome.

The quest will have an expiry time after 12 and 28 days, in a whole number of days.[Fact Check]

Outcome chances

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.

  • At 0% power, the bad outcome factor is 4.
  • 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.

  • Triumph = 0.1 * ( 1 / Bad Outcome Factor)
  • 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.

Finally, the probability of each outcome is calculated:

Probability of each outcome = New Weight ÷ Sum Total of Weights

Example

Take a level 15 Social negotiator as an example:

  1. The Negotiation Ability is 125%, corresponding to a bad outcome factor of 0.7.
  2. The new weight of each outcome, to 3 d.p.:
    • Triumph = 0.1 * ( 1 / 0.7) = 0.143
    • 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
  3. The sum total of new weights is calculated:
    • 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
  4. 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

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:

Resource No. of Tiles Total Yield Total Mass (kg) Pod Launcher Steel Pod Launcher Components
Steel 55 - 60 2200 - 2400 1100 - 1200 0 10
Plasteel 10 - 15 400 - 600 100 - 150 170 3
Components 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


For pack animals: Elephants have the highest carrying capacity at 140 (kg) and Alpacas have the lowest at 35 (kg)

Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.

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 launchers and the ability to launch resources back to base.


Retrieval team

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.

For non-small volume minerals, you will need pack animals to help carry them. Drill arms Content added by the Royalty DLC installed on your miners will significantly lower the mining time and thus the risk faced by both your miners and your undermanned home base.

Ship to the Stars

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 location of the ship tends to be as far as possible from the starting colony - thus, on a rimworld with 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.

Setting off

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.

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 meals as well as these last indefinitely.

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.

Trading for supplies

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.

Base hopping

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.

Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.

Settling down

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

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.

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.

It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the startup sequence. However, a freezer may be useful - such as to store fine and lavish meals for an easy mood buff. Alternatively packaged survival meals or even pemmican can be used to do away with the need for refrigeration at all.

Defenses

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.

Since enemies won't come until you start up the ship core, you can take your time to set up.

Ship expansion and construction

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.

The ship also comes with 1 extra engine, which can be deconstructed for resources.

Survival

Defend the ship as how you would defend your base. If you can, you can bring pre-built mini-turrets and even bring the materials to build autocannons or uranium slug cannons.

Cryptosleep survival

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.

Threatened Joiner

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.

Downed Refugee

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.

Ferried bandit camp

<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.

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.

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.

Nota bene: If honor is chosen as a reward, only a pawn that participated in the attack can be given it.

Problem Causer

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

Nobles 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 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:

  • 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 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

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 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

<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 Bestower and several guards to officially grant a pawn a title and give the earned levels of 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.

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 neuroformers, 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).

<PAWN NAME>'s Inheritance

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.

Refugee Hospitality

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.

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.

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.

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.

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.

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.

Complications

Sometimes complications will arise. This can include counter offers from other factions or the refugees secretly being infiltrators.

Counter Offer

  - 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.

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.

Betrayal

 <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.

Host Royals

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.

Monument

An entity (a noble, a faction leader, or an AI Persona) contacts you, requesting you build a monument. 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.

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.

Quest rewards arrive by transport pod as soon as the last part of the monument is constructed.

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 infestations or mech clusters, or may impose 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.

Royal Ascent

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[Fact Check] either other than used for defense.

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 dealing with this quest if required.

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.

Pawn Lending

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.

Shuttle Crash Rescue

 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
The crashed shuttle that is both the object and partial reward for the quest.

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[Fact Check], a raid will appear on the edge of the map closest to the crash site[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 turrets or killboxes. 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.

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 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.

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 components. Loot from the raiders is also yours to take.

Relic Retrieving

 You've learned that a relic of <IDEOLIGION NAME> is nearby.

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.

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.

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

 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 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.

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.

Ancient Complex

 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. 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.

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.

The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:

  • Room filled with mostly derelict structure with nothing to gain from smashing it.
  • Room filled with any kind of insects that will attack anyone on sight. They may be initially dormant.
  • Room filled with mechanoids. They may be initially dormant.
  • Room filled with derelict ancient casket. These will always contain hostile ancients. They may immediately open up upon entry.
  • Room similar to the first type, except it will trigger an infestation incident upon entry.

You may run into Hermetic crate (contains any item, including techprints), 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.

Outlanders Visit

 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 

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.

Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.

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

 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 
 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

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. 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.

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").

Restarting at a new location uses your game's starting 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.

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.

  • 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.

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) 

Destroying an ancient exostrider core yields an ancient transponder, which can be decrypted to start this quest. Upon starting, a 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.

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.

Ancient Mechanitor Complex

 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.

It is another way, albeit rare, method of gaining more than one mechanitor in your colony.

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. 

1 year after the start of a colony, this quest can randomly appear. A random pawn with 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.

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.

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.

Sanguophage Transport

 You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and 5 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. 

This quest will force a Shuttle to crash on your colony, forcing a pawn with sanguophage xenotype and 5 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.

If Ideology is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all 6 pawns that exits the shuttle.

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. 

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.


Version history

  • 0.18.1722 - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush
  • 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.
  • 1.2.2719 - 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.