Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.
Creation
Main Article: Characters
Upon creating a new colony, a screen where 3 colonists can be randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name, age, and traits all seem to not have any effect on the colonist.
Typical character creation screen
Backstory
Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.
ExpandChildhood traits
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Medieval Lordling
-1 Construction
-1 Growing
-1 Mining
+4 Social
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Urbworld urchin
+2 Shooting
+4 Melee
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Midworld nerd
+4 Research
-3 Social
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Vatgrown soldier
+4 Shooting
+4 Melee
-4 Social
Warden disabled
Doctor disabled
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Medieval slave
+2 Construction
+2 Growing
-3 Research
+2 Mining
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Frightened Child
+3 Cooking
+3 Medicine
Firefighting Disabled
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Shelter Child
-2 Construction
+3 Research
-2 Mining
+2 Social
+3 Medicine
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Caveworld Tunneler
+1 Construction
+6 Mining
-2 Shooting
Researching Disabled
Crafting Disabled
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History Student
+2 Social
+2 Artistic
+2 Crafting
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Trader's Child
-2 Construction
-1 Growing
+1 Social
+1 Crafting
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Son of a Huntress
+2 Shooting
+2 Melee
+2 Cooking
+1 Medicine
+1 Crafting
Researching Disabled
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Coma Child
-2 Construction
-2 Mining
+5 Social
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Scout
+1 Construction
+3 Shooting
+2 Crafting
Researching Disabled
Art Disabled
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Caveworld Tender
+4 Growing
+2 Mining
-3 Shooting
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Farm Boy
+2 Growing
+3 Mining
+4 Melee
-3 Social
-2 Cooking
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Feral Child
+2 Growing
+4 Melee
+1 Crafting
Researching Disabled
Warden Disabled
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Mechanoid Nerd
+2 Construction
+3 Research
-2 Social
+2 Crafting
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Sickly Child
-2 Construction
+4 Research
-2 Melee
-2 Social
+5 Medicine
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Student Socialite
+6 Social
Cleaning Disabled
Hauling Disabled
Art Disabled
Crafting Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Repairing Disabled
Constructing Disabled
Cooking Disabled
Doctoring Disabled
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Pampered
+2 Research
-3 Melee
+3 Social
+3 Medicine
Cooking Disabled
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Student Engineer
+2 Construction
+4 Research
-2 Mining
-2 Cooking
-2 Artistic
+4 Crafting
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
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Aspiring Pop Idol
-2 Mining
-4 Shooting
-4 Melee
+4 Social
+4 Artistic
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
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Amateur Engineer
+2 Construction
+2 Research
+1 Mining
+1 Shooting
Cleaning Disabled
Plant Cutting Disabled
Growing Disabled
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Vatgrown Medic
+3 Shooting
+3 Medicine
Art Disabled
Crafting Disabled
Cooking Disabled
Warden Disabled
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Disciplined Farmer
+2 Construction
+3 Growing
-1 Research
+2 Mining
Cooking Disabled
Warden Disabled
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Street Child
+3 Social
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Rebel Slave
+1 Construction
+1 Growing
-2 Research
+2 Shooting
+2 Social
+2 Crafting
Art Disabled
Mining Disabled
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Noble Ward
+4 Research
-1 Shooting
-2 Melee
+3 Social
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Fire Fighting Disabled
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Core Dilettante
+2 Research
+2 Social
+2 Artistic
Cleaning Disabled
Hauling Disabled
Plant Cutting Disabled
Hunting Disabled
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VR Addict
+2 Research
+1 Shooting
+1 Melee
+1 Artistic
+1 Crafting
Warden Disabled
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Wild Child
+4 Shooting
+6 Melee
-2 Social
-3 Cooking
Researching Disabled
Cleaning Disabled
Art Disabled
Doctoring Disabled
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Urbworld Hooligan
+2 Shooting
+3 Melee
-3 Cooking
Plant Cutting Disabled
Growing Disabled
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Urbworld Criminal
+2 Shooting
+3 Melee
+1 Medicine
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Fire-Scarred Child
+1 Mining
+1 Melee
-2 Cooking
Cooking Disabled
Fire Fighting Disabled
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Awkward Nerd
+5 Research
-2 Melee
-2 Social
+4 Crafting
Fire Fighting Disabled
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Hillbilly Prodigy
+2 Shooting
+2 Melee
-2 Social
+2 Medicine
Cleaning Disabled
Art Disabled
Warden Disabled
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Military Child
+2 Construction
+3 Shooting
+1 Melee
+2 Medicine
-3 Artistic
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Construction Grunt
+4 Construction
+1 Social
+2 Crafting
Cleaning Disabled
Plant Cutting Disabled
Growing Disabled
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Farmer Boy
+1 Construction
+4 Growing
+1 Mining
-3 Social
+2 Crafting
Warden Disabled
Doctoring Disabled
Fire Fighting Disabled
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Test Subject
+2 Research
+2 Melee
+1 Cooking
Plant Cutting Disabled
Mining Disabled
Growing Disabled
Warden Disabled
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Stable Boy
+2 Mining
+2 Melee
-2 Social
+2 Artistic
+1 Crafting
Warden Disabled
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Cat Herder
+2 Social
+3 Cooking
Cleaning Disabled
Hauling Disabled
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Shunned Girl
+2 Shooting
-2 Social
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Vatgrown Assassin
+2 Construction
+4 Shooting
+1 Melee
Art Disabled
Plant Cutting Disabled
Growing Disabled
Cooking Disabled
Doctoring Disabled
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Officer Cadet
+1 Growing
-3 Research
+3 Shooting
+3 Melee
+1 Social
+1 Medicine
-3 Artistic
Researching Disabled
Art Disabled
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ExpandAdulthood traits
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Medieval lord
-5 Construction
-5 Growing
-5 Mining
+5 Shooting
+5 Melee
+7 Social
Cleaning Disabled
Hauling Disabled
Cutting Disabled
Mining Disabled
Growing Disabled
Constructing Disabled
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Deep space miner
+3 Construction
+7 Mining
+2 Melee
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Military commissar
+3 Shooting
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Colony settler
+4 Construction
+4 Growing
+4 Mining
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Medieval farm oaf
+8 Growing
+3 Mining
Researching disabled
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Urbworld entrepreneur
+3 Research
+6 Social
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Navy scientist
+8 Research
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Playing
The game starts of with three colonists being dropped in on escape/transfer pods (as can be somewhat seen on the right) on the map. This is how the majority of colonists are introduced onto the map, although some will also walk into the map from the border. Colonists have a wide variety of outfits based on their job, which is determined by their backstory. In general the less manual-oriented colonists will have lab coats on, while the more labor-intensive colonists will wear a solid color.
Equipment
Main Article: Weapons
Colonists can be equipped with various items which are shown on their information panel while individually selected. They can only be equipped with one item at a time, and their skill with that item is determined by their skill with Shooting. An example of this can be seen below.
Overview
The overview screen allows the setting of what tasks each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. With the default prioritization, the priority of the tasks is preset, and can't be changed. An example of this can be seen below.
As of build 243, one can prioritize a colonist's actions manually. To do this, one goes to the Overview menu, and checks the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do the task on the left of the menu first.
With manual prioritization selected
Thoughts
The Thoughts tab shows whatever your colonist is thinking, whether good or bad. These thoughts can increase or decrease happiness, increase or decrease fear, or sometimes do a mixture of the two.
For a more detailed list of thoughts, click here
Needs
Colonists have basic needs that, if not met or if met beyond expectations, affect their Thoughts.
The needs, both shown and not shown in the Needs tab, are:
- Rest - the need for sleep.
- Saturation - the need for food.
- Beauty - the need for a desirable place to live.
- Clearance - the need for space to move (natural claustrophobia).
The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.)