Tribes
Tribes are nominally neolithic tech level factions, however in reality they field equipment from the medieval level as well. There are three types of tribes in the base game: the gentle tribe, which start out neutral, the fierce tribe, which start out hostile but can be befriended, and the savage tribe, which are permanently hostile. There are two additional tribe variants included with the Ideology DLC: the cannibal tribe, a permanently hostile tribe obsessed with eating human meat, and the nudist tribe, a tribe that starts out neutral and does not like to wear clothing. The Biotech DLC also adds a subtype to the fierce tribe, the fierce neanderthal tribe, and a subtype of the savage tribe, the savage impid tribe.
People from this faction are usually very hard to recruit (difficulty 80+) unless you are also a tribal faction, though it is possible to do so. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. They can easily overwhelm your defenses. The advised way of dealing with them is using area of effect weapons such as the Doomsday rocket launcher or Frag grenades. Fast firing weapons such as the minigun and the heavy SMG are also suggested.
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.
Lore
"These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness." - In-game description
Tribal faction leaders are called the "Chief".
Names
The name of the Tribal factions vary from game to game, but follows one of several patterns:
- [Tribal Word] [Tribal Political Union]
- The [Tribal Word] [Tribal Political Union]
- The [Color] [Terrain Feature] [Tribal Political Union]
- [Tribal Political Union] of [Tribal Word]
- The [Color] [Animal] [Tribal Word]
- The [Tribal Political Union] of the [Terrain Feature]
Where:
- [Animal] and [Terrain Feature] are one of 179 and 48, respectively, different common nouns of that category. E.g. Condor or Valley. They are not listed due to length.
- [Tribal Word] is one of 89 words which appear to be, in part or totally, of Galician origin - a Romance Language spoken predominantly in Galicia, Spain. E.g. Abeneiro, meaning a Black Alder tree, or Miñoca, meaning Earthworm. They are not listed due to length.
- [Color] and [Tribal Political Union] are replaced by one of the following:
Part | Word | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[Tribal Political Union] | Union | Nation | Confederacy | Confederation | Alliance | Kin league | Covenant | Treaty | Pact | Coalition | Kinship | People | Tribe |
[Color] | Red | Blue | Green | Purple | Black | White | Gray | Orange |
Examples:
- Cambiar Kin League
- The Black Mesa Commonwealth
- The Blue Boomrat Tribe
Variants
There are three primary types of tribes, two additional variants added by the Ideology DLC and two variants added by the Biotech DLC . The primary tribes differ in their description and their relations with player and other factions, but are otherwise identical.
Gentle tribe
This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.
Fierce tribe
This particular tribe values warlike dominance; it may be difficult to turn them into an ally.
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.
In 1.0 or earlier, they used to be known as savage tribes.
Savage tribe
This particular tribe has a blood-and-honor culture; you will not be able to ally with them!
Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.
Cannibal tribe
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This particularly vicious tribe believes eating the flesh of their enemies is a great honor.
Cannibal tribes will always have the Cannibal Meme. Their goodwill is locked at -100, and will always remain hostile.
Ideoligion:
- Cannibal required
- Nudism disallowed
- Blindsight disallowed
- Animal personhood disallowed
Nudist tribe
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This particular tribe believes that covering one's body is wrong.
Nudist tribes will always have the Nudism Meme. They always start off neutral, with a natural goodwill range from -50 to 50.
Nudist tribe faction bases will preferentially spawn in temperate areas, with them being all but absent in colder climates.[Detail]
Ideoligion:
- Nudism required
Fierce neanderthal tribe
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.
With Biotech enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the Xenotype "Neanderthaler".
Savage impid tribe
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.
With Biotech enabled, the Impid Tribe is available as a subtype of the savage tribe. Members of this faction will always be of the Xenotype "Impid".
Pawn Groups
Pawn Kinds
Pawn Type | Combat Power | Gear | Apparel | Weapons | Tech | Inventory | Additional Info [edit] |
---|---|---|---|---|---|---|---|
Archer |
75 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 80~80 Available: Flamebow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Age Range: Up to 60 Race: Human Default Faction Type: Savage Impid Tribe Disallowed Traits: Brawler Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 17~27 |
Hunter |
80 | HP: 50~180% | Budget: 200~300 Required: Veil Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 100~100 Available: Flamebow , Recurve bow |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Savage Impid Tribe Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood) Disallowed Traits: Brawler Required Work Types: Violent Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 10~16 |
Warrior |
75 | HP: 50~180% Avg. Quality: Poor |
Budget: 200~300 Required: Veil Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 150~150 Available: Ikwa |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Savage Impid Tribe canBeSapper Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 5~9 |
Penitent |
70 | HP: 20~110% Avg. Quality: Poor |
Budget: 50~100 Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 90~150 Available: Knife, Club |
Budget: 50~50 15% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
0 Nutrition | Age Range: Up to 60 Race: Human Default Faction Type: Savage Impid Tribe Chemical Addiction Chance: 10% Initial Will Range: 0~1 Initial Resistance Range: 10~17 |
Villager |
30 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Broadwrap , Headwrap , Kid parka , Kid tribalwear |
Budget: 0 Available: None |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Pawn Group Development Stage: Child Race: Human Default Faction Type: Savage Impid Tribe Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 17~27 |
Pawns
Tribal pawns will always have backstories from the "Tribal" category. Tribal fighters are typically weak but expendable. They never carry silver or medicine. They carry pemmican as food.
Pawn Groups
Pawn Groups | Commonality | Options |
---|---|---|
Combat: Normal fights, ranged with melee mix-ins | 100 | 10.1% Penitent 10.1% Warrior 20.2% Archer 20.2% Tribal hunter 20.2% Tribal heavy archer 10.1% Berserker 6.1% Berserker chief 3% Archer chief |
Combat: Normal fights, ranged only | 60 | 28.6% Archer 28.6% Tribal hunter 28.6% Tribal heavy archer 14.3% Berserker chief |
Combat: Normal fights, melee only | 60 | 28.6% Penitent 28.6% Warrior 28.6% Berserker 14.3% Archer chief |
Combat: breach-capable fights, breachers plus ranged with melee mix-ins | 5 | 9.2% Breacher 9.2% Penitent 9.2% Warrior 18.3% Archer 18.3% Tribal hunter 18.3% Tribal heavy archer 9.2% Berserker 5.5% Berserker chief 2.8% Archer chief |
Peaceful | - | 28.8% Warrior 14.4% Tribal child 14.4% Archer 14.4% Tribal hunter 14.4% Tribal heavy archer 7.2% Berserker 4.3% Berserker chief 2.2% Archer chief |
Trader | - | 1.7% Trader 9.9% Muffalo 8.3% Dromedary 4.1% Alpaca 3.3% Elephant 11.6% Warrior 16.5% Archer 16.5% Tribal hunter 16.5% Tribal heavy archer 11.6% Berserker |
Settlement | - | 13% Warrior 18.5% Archer 18.5% Tribal hunter 18.5% Tribal heavy archer 13% Berserker 18.5% Berserker chief |
Settlement_RangedOnly | - | 25% Archer 25% Tribal hunter 25% Tribal heavy archer 25% Berserker chief |
Miners | 1 | 100% Miner (Tribal) |
Hunters | 1 | 100% Tribal hunter |
Loggers | 1 | 100% Logger (Tribal) |
Farmers | 1 | 100% Farmer (Tribal) |
Pawn Kinds
Pawn Kind | Combat Power | Gear | Apparel | Weapons | Tech | Inventory | Additional Info [edit] |
---|---|---|---|---|---|---|---|
Villager |
30 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Broadwrap , Headwrap , Kid parka , Kid tribalwear |
Budget: 0 |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Pawn Group Development Stage: Child Race: Human Default Faction Type: Civil Tribe Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 17~27 |
Penitent |
40 | HP: 20~110% Avg. Quality: Poor |
Budget: 50~100 Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 90~150 Available: Knife, Club |
Budget: 50~50 15% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
0 Nutrition | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Chemical Addiction Chance: 10% Initial Will Range: 0~1 Initial Resistance Range: 10~17 |
Archer |
45 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 80~80 Available: Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Disallowed Traits: Brawler Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 17~27 |
Warrior |
50 | HP: 50~180% Avg. Quality: Poor |
Budget: 200~300 Required: Veil Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 150~150 Available: Ikwa |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe canBeSapper Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 5~9 |
Breacher |
55 | HP: 50~180% Avg. Quality: Poor |
Budget 200~300 Required: Veil Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 150~150 Available: Breach axe |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Chemical Addiction Chance: 5% Initial Will Range: 1~3 Initial Resistance Range: 12~19 Can Be Sapper: true Is Good Breacher: true |
Hunter |
60 | HP: 50~180% | Budget: 200~300 Required: Veil Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 100~100 Available: Recurve bow |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood) Disallowed Traits: Brawler Required Work Types: Violent Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 10~16 |
Trader |
60 | HP: 50~180% | Budget: 200~300 Required: Tribal headdress Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 100~100 Available: Recurve bow |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood) Disallowed Traits: Brawler Required Work Types: Violent Trader Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 9~15 |
Berserker |
65 | - | Budget: 200~550 Required: War mask Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 300~300 Available: Spear |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe canBeSapper Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 13~20 |
Heavy archer |
75 | - | Budget: 200~550 Required: War mask Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 250~250 Available: Greatbow, Pila |
- | 51x | Age Range: Up to 60 Race: Human Default Faction Type: Civil Tribe Disallowed Traits: Brawler Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 14~22 |
Berserker chief |
85 | Avg. Quality: Normal | Budget: 450~750 Required: Tribal headdress, Plate armor Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 500~1000 Available: Longsword, Spear |
- | 51x | Age Range: 30~999 Race: Human Default Faction Type: Civil Tribe Faction Leader canBeSapper Required Work Tags: Violent Chemical Addiction Chance: 5% Initial Will Range: 3~5 Initial Resistance Range: 38~58 |
Archer chief | 85 | Avg. Quality: Normal | Budget: 450~750 Required: Tribal headdress, Plate armor Available: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 500~1000 Available: Greatbow |
- | 51x | Age Range: 30~999 Race: Human Default Faction Type: Civil Tribe Faction Leader canBeSapper Required Work Tags: Violent Disallowed Traits: Brawler Chemical Addiction Chance: 5% Initial Will Range: 3~5 Initial Resistance Range: 16~26 |
Xenotypes
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
The table below describes the chance for a given pawn from each faction being one of the xenotypes added by the Biotech DLC. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
Gentle tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 100% |
Fierce tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 100% |
Savage tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 100% |
Cannibal tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 100% |
Nudist tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 100% |
Fierce neanderthal tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 0% | |
Neanderthal | 100% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 0% |
Savage impid tribe | ||
---|---|---|
Xenotype | Chance | |
Dirtmole | 0% | |
Genie | 0% | |
Highmate | 0% | |
Hussar | 0% | |
Impid | 100% | |
Neanderthal | 0% | |
Pigskin | 0% | |
Sanguophage | 0% | |
Waster | 0% | |
Yttakin | 0% | |
Baseliner | 0% |
Raids
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Faction bases
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Version history
- 0.18.1722 - Hunter, Heavy archer, and Berserker pawn kinds added. Integrated new tribal equipment into existing pawn kinds.
- 1.1 - Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
- 1.3.3069 - Fix: Cannibal tribes can sometimes generate without cannibal precept.