Biomes
|
| This article is suggested to be rewritten. Reason: Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.. You can help the RimWorld Wiki by improving it. |
| This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot. |
| This page has been suggested for recoding. Reason: Odyssey flora and fauna need to be rewritten to use appropriate templates. You can help RimWorld Wiki by improving it. |
Biomes are types of area on a planet, characterized by their terrain properties, climate, flora and fauna, diseases and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The Odyssey DLC introduces five new playable biomes, each with a unique gimmick or challenge.
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.
Warm biomes[edit]
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.
Temperate forest[edit]
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 20/60 days.
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but sometimes 3 due to winter.
- Forageability: 100%.
- Grazable: Only during growing season.
- Disease MTB: 50 days.
Flora[edit]
Berry bush, Brambles, Bush, Dandelions, Grass, Oak tree, Poplar tree, Tall grass, Wild healroot, Gray grass
, Ripthorn
, Witchwood tree
, Bulrush
, Lily pad
, Reeds
Fauna[edit]
Alpaca, Bison, Boomalope, Boomrat, Cougar, Deer, Donkey, Gazelle, Grizzly bear, Guinea pig, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Rhinoceros, Squirrel, Timber wolf, Tortoise, Turkey, Warg, Wild boar, Yak, Badger
, Bluebird
, Crow
, Mink
, Otter
, Porcupine
, Quail
, Sea lion
, Seal
, Sparrow
, Stone crab
, Swan
, Wolverine
Temperate swamp[edit]
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 20/60 days.
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, but sometimes 6 due to winter.
- Forageability: 75%.
- Grazable: Only during growing season.
- Disease frequency: 1.5 per year.
Flora[edit]
Berry bush, Bush, Chokevine, Cypress tree, Maple tree, Tall grass, Wild healroot, Willow tree, Witchwood tree
, Bulrush
, Lily pad
, Reeds
Fauna[edit]
Alpaca, Boomalope, Boomrat, Cougar, Deer, Duck, Grizzly bear, Guinea pig, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Rhinoceros, Squirrel, Timber wolf, Tortoise, Turkey, Warg, Wild boar, Yak, Alligator
, Badger
, Bluebird
, Bullfrog
, Heron
, Mink
, Otter
, Porcupine
, Sea lion
, Seal
, Stone crab
, Swan
Tropical rainforest[edit]
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the "green hell".
Tropical Rainforests are famous for having many diseases, including Sleeping Sickness: a slow-progressing, long-lasting disease that is exclusive to the tropics. Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 2, rarely 4 due to winter.
- Forageability: 100%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 1.7 per year.
Flora[edit]
Alocasia, Bamboo tree, Berry bush, Bush, Cecropia tree, Clivia, Giant rafflesia, Grass, Low shrubs, Palm tree, Tall grass, Teak tree, Gray grass
, Rat palm tree
, Lily pad
, Lotus
, Reeds
Fauna[edit]
Alpaca, Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Elephant, Guinea pig, Monkey, Panther, Rat, Rhinoceros, Tortoise, Wild boar, Gorilla
, Hermit crab
, Macaw
, Panda
, Peafowl
, Sea turtle
, Seal
, Stone crab
, Tiger
Tropical swamp[edit]
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, rarely 6 due to winter.
- Forageability: 75%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 2.0 per year.
Flora[edit]
Alocasia, Berry bush, Bush, Chokevine, Clivia, Cypress tree, Giant rafflesia, Low shrubs, Maple tree, Tall grass, Willow tree, Rat palm tree
, Lily pad
, Lotus
, Reeds
Fauna[edit]
Alpaca, Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Elephant, Guinea pig, Monkey, Panther, Rat, Rhinoceros, Tortoise, Wild boar, Alligator
, Colossus toad
, Flamingo
, Gorilla
, Hermit crab
, Hippo
, Macaw
, Panda
, Peafowl
, Sea turtle
, Seal
, Stone crab
, Tiger
Hot biomes[edit]
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.
Arid shrubland[edit]
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, rarely 3 due to winter.
- Forageability: 50%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 0.9 per year.
Flora[edit]
Agave, Berry bush, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Saguaro cactus, Gray grass
, Pebble cactus
, Reeds
Fauna[edit]
Bison, Boomalope, Boomrat, Cougar, Donkey, Dromedary, Elephant, Emu, Fennec fox, Gazelle, Guinea pig, Hare, Horse, Iguana, Megasloth, Ostrich, Rat, Rhinoceros, Armadillo
, Flamingo
, Hermit crab
, Hippo
, Monitor lizard
, Quail
, Sea turtle
, Sparrow
, Stone crab
, Vulture
Desert[edit]
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.
With so few animals to hunt, growing crops is a priority on one of the few arable patches. The hot temperatures can cause problems for colonists and tamed animals. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 10/60 days.
- Average Temperature: 30 °C (86 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but sometimes 3 due to winter.
- Forageability: 25%.
- Grazable: Only during growing season.
- Disease frequency: 0.7 per year.
Flora[edit]
Agave, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Saguaro cactus, Gray grass
, Pebble cactus
, Reeds
Fauna[edit]
Boomalope, Cougar, Donkey, Dromedary, Emu, Fennec fox, Gazelle, Guinea pig, Iguana, Ostrich, Armadillo
, Hermit crab
, Monitor lizard
, Stone crab
, Vulture
Extreme desert[edit]
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though potatoes grow better in stony soil, you need to plant rice first so you will not starve while waiting for potatoes. Strawberries are also a good idea since there is no wood for cooking. Later hydroponics can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps. Animal migrations may occur, about once every other year.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 30/60 days.
- Average Temperature: 30 °C (86 °F) to 10 °C (50 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -5 °C (23 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, rarely 3 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora[edit]
Agave, Grass, Saguaro cactus, Gray grass
, Pebble cactus
Fauna[edit]
Donkey, Dromedary, Fennec fox, Guinea pig, Iguana, Hermit crab
, Vulture
Cold biomes[edit]
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.
Boreal forest[edit]
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.
Growing season, temperature, travel and disease[edit]
- Growing Season: 30/60 days to 10/60 days.
- Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but often 3 due to winter.
- Forageability: 75%.
- Grazable: Only during growing season.
- Disease frequency: 1.0 per year.
Flora[edit]
Berry bush, Birch tree, Brambles, Bush, Grass, Moss, Pine tree, Poplar tree, Wild healroot, Gray grass
, Gray pine tree
, Ripthorn
, Bulrush
, Reeds
Fauna[edit]
Arctic fox, Arctic wolf, Caribou, Cougar, Deer, Elk, Grizzly bear, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Badger
, Crow
, Greatwolf
, Heron
, Mink
, Moose
, Otter
, Porcupine
, Sea lion
, Sparrow
, Swan
, Walrus
, Wolverine
Cold bog[edit]
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.
Growing season, temperature, travel and disease[edit]
- Growing Season: 30/60 days to 10/60 days.
- Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, but often 6 due to winter.
- Forageability: 50%.
- Grazable: Only during growing season.
- Disease frequency: 1.3 per year.
Flora[edit]
Astragalus, Berry bush, Bush, Chokevine, Maple tree, Moss, Tall grass, Wild healroot, Willow tree, Bulrush
, Lily pad
, Reeds
Fauna[edit]
Arctic fox, Arctic wolf, Caribou, Cougar, Deer, Duck, Elk, Grizzly bear, Guinea pig, Hare, Ibex, Lynx, Megasloth, Muffalo, Polar bear, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Badger
, Bullfrog
, Greatwolf
, Mink
, Moose
, Sea lion
, Swan
, Walrus
, Wolverine
Tundra[edit]
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.
Growing periods are generally very short or non-existent.
Growing season, temperature, travel and disease[edit]
- Growing Season: 20/60 days to never.
- Average Temperature: 0 °C (32 °F) to -20 °C (-4 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -50 °C (-58 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but most of the time 3 due to winter.
- Forageability: 50%.
- Grazable: Only during growing season.
- Disease frequency: 0.8 per year.
Flora[edit]
Astragalus, Berry bush, Birch tree, Bush, Dandelions, Grass, Moss, Pine tree, Wild healroot, Gray grass
, Gray pine tree
, Bulrush
, Fireweed
, Reeds
Fauna[edit]
Arctic fox, Arctic wolf, Caribou, Elk, Grizzly bear, Hare, Ibex, Lynx, Megasloth, Muffalo, Polar bear, Snowhare, Timber wolf, Warg, Greatwolf
, Moose
, Muskox
, Sea lion
, Sparrow
, Walrus
, Wolverine
Ice sheet[edit]
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.
The only land possible to farm is stony patches around hills and mountains, but they need to be heated indoors and also have sun lamps. You will need to hunt, trade and cannibalize until you get a heater and a sun lamp. Later, moisture pumps can create larger growable areas and hydroponics can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.
Growing season, temperature, travel and disease[edit]
- Growing Season: Never.
- Average Temperature: -20 °C (-4 °F) to -40 °C (-40 °F).
- Temperature Variation: From 10 °C (50 °F) in summer to -70 °C (-94 °F) in winter.
- Roads and Rivers: No.
- Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora[edit]
None.
Fauna[edit]
Arctic fox, Arctic wolf, Lynx, Megasloth, Muffalo, Polar bear, Snowhare, Penguin
, Walrus
Sea ice[edit]
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.
Sea Ice maps do not have geothermal vents or ruins (except at ice dunes
landmarks and in ancient complex
sites). Deep drills cannot be used. Moisture pumps will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, fishing,
trading and cannibalism until you get a heater, a sun lamp and a hydroponics basin. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.
Growing season, temperature, travel and disease[edit]
- Growing Season: Never.
- Average Temperature: -20 °C (-4 °F) to -30 °C (-22 °F).
- Temperature Variation: From 10 °C (50 °F) in summer to -60 °C (-76 °F) in winter.
- Roads and Rivers: No.
- Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora[edit]
None.
Fauna[edit]
Arctic fox, Arctic wolf, Muffalo, Polar bear, Snowhare, Penguin
, Walrus
Odyssey biomes[edit]
| This section relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.
Glowforest[edit]
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.
Growing season, temperature, travel and disease[edit]
- Growing Season: From all year to 20/60 days. (Darkened skies)
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes
- Movement Difficulty: 2.
- Forageability: 100%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 1.2 per year.
Flora[edit]
Agarilux, Bryolux, Glowstool, Timbershroom, Boomshroom
, Night grass
, Night rafflesia
, Psilocap
, Willowgill
Fauna[edit]
Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Fennec fox, Iguana, Raccoon, Rat, Tortoise, Warg, Wild boar, Bullfrog
, Colossus toad
, Hermit crab
, Megavole
, Monitor lizard
, Peafowl
, Sparrow
Scarlands[edit]
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.
Growing season, temperature, travel and disease[edit]
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.
- Forageability: 25%.
- Grazable:
- Disease frequency: 1.2 per year.
Flora[edit]
Berry bush, Brambles, Bush, Dandelions, Gray grass
, Ripthorn
, Witchwood tree
, Snagroot tree
, Thornvine
, Yellow grass
Fauna[edit]
Boomalope, Boomrat, Panther, Pig, Raccoon, Rat, Bog hound
, Crow
, Monitor lizard
Grassland[edit]
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.
Growing season, temperature, travel and disease[edit]
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.
- Forageability: 100%.
- Grazable:
- Disease frequency: 1.2 per year.
Flora[edit]
Berry bush, Bush, Dandelions, Oak tree, Poplar tree, Wild healroot, Gray grass
, Lily pad
, Reeds
, Tall yellow grass
, Yellow grass
Fauna[edit]
Bison, Boomalope, Cougar, Deer, Donkey, Grizzly bear, Hare, Horse, Ibex, Lynx, Muffalo, Raccoon, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Crow
, Mastodon
, Porcupine
, Prairie dog
, Seal
, Sparrow
, Vulture
Glacial plain[edit]
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.
There are no geysers in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a frozen ruins landmark is present.
Growing season, temperature, travel and disease[edit]
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.5.
- Forageability: 0%.
- Grazable:
- Disease frequency: 0.7 per year.
Flora[edit]
Berry bush, Brambles, Bush, Grass, Moss, Pine tree, Wild healroot, Gray grass
, Gray pine tree
, Ripthorn
, Fireweed
Fauna[edit]
Caribou, Cougar, Deer, Elk, Grizzly bear, Hare, Ibex, Lynx, Megasloth, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Bluebird
, Greatwolf
, Mastodon
, Moose
, Muskox
, Penguin
, Scimitar cat
, Sparrow
, Walrus
, Wolverine
Lava field[edit]
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.
Growing season, temperature, travel and disease[edit]
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.5.
- Forageability: 50%.
- Grazable:
- Disease frequency: 0.9 per year.
Flora[edit]
Agave, Berry bush, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Gray grass
, Pebble cactus
, Magma cactus
, Reeds
Fauna[edit]
Boomalope, Boomrat, Cougar, Donkey, Emu, Fennec fox, Gazelle, Guinea pig, Hare, Horse, Iguana, Rat, Hermit crab
, Lava snail
, Monitor lizard
, Sea turtle
, Stone crab
, Vulture
Analysis[edit]
There are multiple factors that contribute to the difficulty of biomes:
- Growing crops: critical – Biomes like extreme desert, ice sheet and sea ice have little to no farmable land.
- Temperature: important – An average temperature of about 21 °C (69.8 °F) is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.
- Easy: Arid shrubland, Tropical rainforest, Tropical swamp (Average temperature of 21 °C (69.8 °F) and year-round growing season possible.)
- Easy to moderate: Desert, Extreme desert, Temperate forest, Temperate swamp (Average temperature of at least 15 °C (59 °F).)
- Moderate: Boreal forest, Cold bog (Average temperature above 0 °C (32 °F) possible.)
- Moderate to difficult: Tundra (Average temperature always below 0 °C (32 °F).)
- Difficult: Ice sheet, Sea ice (Average temperature always below -20 °C (-4 °F).)
- Unknown: Glacial plain,
Glowforest,
Grassland,
Lava field,
Scarlands 
- Wild animals
- Hunting: important – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.
- Predators: circumstantial – Predators are especially a problem in biomes with already little other wildlife and available food, notably ice sheet and sea ice. In all other biomes they pose only a negligible threat.
- Weather and wildfire: important –
- Diseases: circumstantial – Disease occur in some biomes up to three times as often as in other biomes. Also the selection and chance of individual diseases varies. Particularly easy biomes in this regard are ice sheet, sea ice, extreme desert and desert, while tropical swamp and Tropical rainforest are difficult.
- Disease MTB:
- Easy: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain,
Lava field
(90 days) - Easy to moderate: Tundra (80 days)
- Moderate: Arid shrubland, Boreal forest, Temperate forest, Glowforest
, Grassland,
Scarlands
(50-65 days) - Moderate to difficult: Temperate swamp, Cold bog (40-45 days)
- Difficult: Tropical rainforest, Tropical swamp (30-35 days)
- Easy: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain,
- Disease selection:
- Easy: Cold bog, Tundra (Higher chances for fibrous and sensory mechanites and therefore less often more serious diseases.)
- Easy to moderate: Arid shrubland, Boreal forest, Desert, Extreme desert, Glacial plain,
Lava field 
- Moderate: Ice sheet, Sea ice (No gut worms and muscle parasites and therefore more often serious diseases.)
- Moderate to difficult: Temperate forest, Temperate swamp, Grassland,
Scarlands
(Chance for malaria.) - Difficult: Tropical rainforest, Tropical swamp, Glowforest
(Chance for malaria and sleeping sickness.)
- Disease MTB:
- Wild plants – For the relative amount of plants in each of the following categories see the table below.
- Wood: important – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.
- Easy: Temperate swamp, Tropical swamp
- Easy to moderate: Boreal forest, Cold bog, Temperate forest, Tropical rainforest
- Moderate: Glowforest,
Lava field,
Scarlands 
- Moderate to difficult: Arid shrubland, Desert, Temperate forest, Tundra, Grassland

- Difficult: Extreme desert, Ice sheet, Sea ice, Glacial plain

- Grazing: important – The amount of pen animals a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition.
- Easy: Tropical rainforest, Tropical swamp, Glowforest,
Grassland 
- Easy to moderate: Cold bog, Temperate forest, Temperate swamp
- Moderate: Lava field,
Scarlands 
- Moderate to difficult: Arid shrubland, Boreal forest, Tundra
- Difficult: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain

- Easy: Tropical rainforest, Tropical swamp, Glowforest,
- Food: circumstantial –
- Easy: Temperate swamp, Tropical rainforest, Glowforest

- Easy to moderate: Arid shrubland, Tropical swamp,
- Moderate: Boreal forest, Temperate forest, Grassland,
Lava field 
- Moderate to difficult: Desert, Tundra, Scarlands

- Difficult: Extreme desert, Ice sheet, Sea ice, Glacial plain

- Easy: Temperate swamp, Tropical rainforest, Glowforest
- Herbal medicine: circumstantial – Relying on wild healroot plants for herbal medicine production is not advisable, although it might be possible in some biomes:
- Easy: Temperate swamp
- Moderate: Cold bog, Temperate forest, Grassland

- Moderate to difficult: Boreal forest, Tundra
- Impossible: All other biomes.
- Wood: important – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.
Comparison table[edit]
| Biome | Animal density |
Plant density |
Wild plant regrow (days) |
Food foraging score[1] | Medicine foraging score[2] | Wood foraging score[3] | Grazing score[4] | Forage- ability[5] |
Disease MTB (days) |
Movement difficulty |
Temperature range |
Min. rainfall |
Max. rainfall |
Min. swampiness |
Max. swampiness |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arid shrubland | 1.8 | 0.24 | 27 | 0.16 | – | 0.07 | 0.08 | 0.5 | 65 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 2000 | 0 | 1 |
| Boreal forest | 2.8 | 0.4 | 25 | 0.06 | 0.06 | 0.87 | 0.12 | 0.75 | 60 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
| Cold bog | 3.3 | 0.6 | 20 | 0.23 | 0.17 | 1.08 | 0.26 | 0.5 | 45 | 4 | -10 °C – 100 °C (14 °F – 212 °F) | 0 | 65535 | 0.5 | 1 |
| Desert | 0.4 | 0.05 | 35 | 0.02 | – | 0.03 | 0.01 | 0.25 | 90 | 1 | 0 °C – 100 °C (32 °F – 212 °F) | 0 | 600 | 0 | 1 |
| Extreme desert | 0.1 | 0.002 | 35 | 0 | – | 0 | 0 | 0 | 90 | 1 | 4.82 °C – 100 °C (40.7 °F – 212 °F) | 0 | 340 | 0 | 1 |
| Ice sheet | 0.2 | 0 | 0 | – | – | – | – | 0 | 90 | 1.5 | -270 °C – -10 °C (-454 °F – 14 °F) | 0 | 65535 | 0 | 1 |
| Sea ice | 0.1 | 0 | 0 | – | – | – | – | 0 | 90 | 1.5 | -270 °C – -22 °C (-454 °F – -7.6 °F) | 0 | 65535 | 0 | 1 |
| Temperate forest | 3.7 | 0.65 | 20 | 0.11 | 0.11 | 0.88 | 0.29 | 1 | 50 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
| Temperate swamp | 4.3 | 0.8 | 15 | 0.27 | 0.27 | 6.71 | 0.31 | 0.75 | 40 | 4 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0.5 | 1 |
| Tropical rainforest | 6.5 | 0.99 | 13 | 0.3 | – | 1.67 | 0.68 | 0.75 | 35 | 2 | 15 °C – 100 °C (59 °F – 212 °F) | 2000 | 65535 | 0 | 1 |
| Tropical swamp | 6.5 | 0.99 | 13 | 0.23 | – | 9.47 | 0.46 | 0.75 | 30 | 4 | 15 °C – 55 °C (59 °F – 131 °F) | 2000 | 65535 | 0.5 | 1 |
| Tundra | 1.1 | 0.19 | 28 | 0.05 | 0.04 | 0.04 | 0.07 | 0.5 | 80 | 1 | -270 °C – 0 °C (-454 °F – 32 °F) | 0 | 65535 | 0 | 1 |
| Glacial plain |
2 | 0.4 | ? | – | – | – | – | 0.25 | 90 | 1.5 | -270 °C – 33 °C (-454 °F – 91.4 °F) | 600 | 65535 | 0 | 1 |
| Glowforest |
4.8 | 0.75 | 13 | 0.26 | – | 0.12 | 0.57 | 1 | 50 | 2 | 10 °C – 55 °C (50 °F – 131 °F) | 1000 | 65535 | 0.6 | 1 |
| Grassland |
3.7 | 1.0 | 13 | 0.13 | 0.13 | 0.06 | 0.77 | 1 | 50 | 1 | -10 °C – 55 °C (14 °F – 131 °F) | 800 | 2500 | 0 | 1 |
| Lava field |
2.2 | 0.45 | 27 | 0.08 | – | 0.09 | 0.16 | 0.50 | 90 | 1.5 | -10 °C – 100 °C (14 °F – 212 °F) | 0 | 65535 | 0 | 1 |
| Scarlands |
1.0 | 0.4 | 20 | 0.03 | – | 0.09 | 0.19 | 1 | 50 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
- ↑ How much raw food can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.
- ↑ How much herbal medicine can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.
- ↑ How much wood can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.
- ↑ How many grazable wild plants grow relative to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.
- ↑ How much food a caravan can forage when traveling over a tile of that biome.
Version history[edit]
- 0.6.532 - Added
- 0.7.581 - Tropical rainforest added.
- 0.8.657 - Boreal forest and tundra added
- 0.11.877 - Ice sheet now playable.
- 0.13.1135 - Extreme Desert biome added.
- 0.16.1393 - Sea Ice biome added.
- 0.18.1722 - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.
- Odyssey DLC release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands.