Events
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Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.
Event Data
Category | Name | Common Name | Chance | Favorability | Minimum Time Before Repeat (days) |
---|---|---|---|---|---|
Disease | Flu | Flu | varies by biome | Bad | varies by biome |
Disease | Plague | Plague | varies by biome | Bad | varies by biome |
Disease | Malaria | Malaria | varies by biome | Bad | varies by biome |
Disease | SleepingSickness | Sleeping sickness | varies by biome | Bad | varies by biome |
Big Threat | RaidEnemy | Enemy Attack | 9.0 | Bad | 0 |
Big Threat | AnimalInsanity | Psychic Wave | 1.0 | VeryBad | 1 |
Big Threat | ShipPartCrash | Ancient Ship Crash | 1.5 | Bad | 30 |
Special | RaidFriendly | Faction Assistance | 3 | Good | 0 |
Special | AgentRevealed | Traitor | 1.3 | VeryBad | 40 |
Small Threat | AnimalInsanitySingle | Mad Animal | 5 | Bad | 3 |
Small Threat | ColdSnap | Cold Snap | 3 | Bad | 30 |
Small Threat | HeatWave | Heat Wave | 3 | Bad | 30 |
General Bad | Beavers | Alphabeavers | 1 | Bad | 15 |
General Bad | Eclipse | Eclipse | 3 | Bad | 30 |
General Bad | SolarFlare | Solar Flare | 1.5 | Bad | 30 |
General Bad | PsychicDrone | Psychic Drone | 1 | Bad | 30 |
General Bad | ShortCircuit | Faulty Conduit Explosion | 1.2 | Bad | 15 |
General Bad | CropBlight | Mysterious Blight | 2.5 | Bad | 8 |
General Good | TraderArrivalGeneral | Trade Ship In Range | 13 | Good | 0 |
General Good | TraderArrivalSlaver | Slave Ship In Range | 4.5 | Good | 0 |
General Good | TravelerGroup | Traveler Visit | 8 | Good | 0 |
General Good | VisitorGroup | Faction Visit | 8 | Good | 0 |
General Good | WandererJoin | Migrant | 0.4 | VeryGood | 0 |
General Good | ResourcePodCrash | Cargo Pods | 6.0 | Good | 0 |
General Good | RefugeePodCrash | Escape Pod | 1.5 | Good | 0 |
Biome | Flu | Plague | Malaria | Sleeping sickness |
---|---|---|---|---|
Arid shrubland | 150 | 150 | - | - |
Boreal forest | 130 | 130 | - | - |
Desert | 150 | 210 | - | - |
Temperate forest | 140 | 140 | 140 | - |
Tropical rainforest | 120 | 120 | 80 | 80 |
Tundra | 140 | 180 | - | - |
Event Descriptions
Big Threats
Enemy Attack
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.
Different types of raids include:
Sieges
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.
Assaults
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.
Mid-Base Assaults
Arguably among the most dangerous attacks, these assaults differ from normal assaults in that a group of raiders arrive via drop pod directly in exposed sections of the player's base, leaving them little time to prepare.
Psychic Wave
A psychic wave is a pulse of psychic energy that immediately drives a number of the local wildlife insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.
Ancient Ship Crash
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity traits may worsen or lessen the effect of the drone.
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.
Special
Faction Assistance
When a player is attacked, they can use the comms console call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.
This event also has a chance to occur at random.
Traitor
This event is disabled and should be disregarded.
Small Threats
Mad Animal
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way.
General Bad
Eclipse
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.
Solar Flare
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.
Psychic Drone
A psychic drone is a phenomena that affects all colonists of a randomly chosen sex, negatively influencing their mood. Unlike the crashed ship part's AI, this drone has no physical source, leaving colonists no choice but to endure it. Psychic sensitivity traits can be a big factor in the threat posed by this event.
Faulty Conduit Explosion
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.
Mysterious Blight
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.
Heat Wave
A heat wave sweeps the colony, driving temperature up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers.
Cold Snap
A cold snap makes the temperature of a colony drop for several days. This is generally good for food preservation, but can influence colonist moods and cause frost burns if colonists stay in non-heated areas for a prolonged time.
Alphabeavers
A group of ravenous wood-munching alphabeavers appears at the edge of the map. They will continually eat trees, and Saguaro cacti, until they consume them all, unless you eradicate them first.
General Good
Trade Ship In Range
When an orbital trade ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.
Slave Ship In Range
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however all colonists will suffer a mood penalty for doing so.
Traveler Visit
Occasionally, a group of friendly faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.
Faction Visit
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.
Migrant
This event sees a random colonist arrive via the map edge, and join the colony immediately.
Cargo Pods
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a electric smelter.
Escape Pod
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be rescued and recruited into the colony.