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 , 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.
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.
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 the map
- Decrees by Nobles , which prevents the Noble from getting upset.
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 cell]] and Infinite chemreactors, others are rare outside of quests such as Archotech arms, Archotech legs, and Archotech eyes.
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.
Prisoner rescue
A prisoner is held (though walks around), and joins your colony once rescued. The camp only lasts a short amount of time.
Retrieval team
This is a straight-up combat mission. Bring combat pawns to fight off the enemies guarding the site.
Strategies
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.
Anything of the listed quality or better will work. The amount of health remaining does not matter.
For clothing, tainted apparel is not accepted.
Item stash opportunity
The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.
Retrieval team
Your retrieval team should include fighters as there may be danger near the item stash, if threats are either present or unknown.
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.
Outcome chances
The actual outcome chances are dependent on the negotiator's Diplomacy Power 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:
- The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
- 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
- The sum total of new weights is calculated:
- 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
- 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.
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 animals to help carry them.
Journey offer
Unlike most other world quests, this is played out on a map with a size similar to that of your bases. 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.
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
After settling down, you should at least build some simple structures for your colonists to live in and wait out the activation time.
You should get a barracks or dormitory, as well as a common room (dining + rec room). A simple warehouse and freezer may also be useful but is not essential to survival.
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
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. Rescue them and they'll join.
Problem Causer
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A world map location is created with a effector. The effector will effect your map tile with a nominally detrimental effect until destroyed.
Decrees
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Noble Wimp
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<PAWN NAME>'s <NEW TITLE> Ceremony
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<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 to officially grant a pawn a title and give the earned levels of Psylink. Requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map. THe map must also be a safe temperature. The bestower spawns with 2 Psylink neuroformers, so killing or downing them can allow them an additional level of psylink to be gained.
<PAWN NAME>'s Inheritance
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Refugee Hospitality
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The question states that a certain amount of refugees have escaped a slave caravan, 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, because they belong to no faction. There is the possibility of a "future reward" (I do not have any evidence to what it could be as of now). But the main reward is the extra labor.
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.
There is an incentive to keep them somewhat happy, other than preventing mood breaks, which is that if they are are overall happy for a certain amount of time (needs testing to determine the average and chances), they will be willing to join your colony. At which point, you can chose to accept them, refuse them, postpone, or "jump to them" (can be used to close window, and keep notification).
WARNING!
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.
ONCE THE QUEST ENDS, YOU CAN NOT REMOVE ANY EQUIPMENT!
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. You seem to be unable to set their clothing policy, so they will try to put on any non restricted clothing nearby if undrafted.
Pawn Lending
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Shuttle Crash Rescue
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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
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 2-3 hours, a raid will appear on the edge of the map closest to the crash site 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 some steel, plasteel and components. Loot from the raiders is also yours to take.