Faction base
Faction bases are sites where factions settle. Both enemy and friendly factions alike have bases that can be visited. Raiding a faction base will generate a map for the encounter.
Summary[edit]
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: When does the goodwill penalty for settling near a faction base first apply? Info on the amount of enemies and loot when raiding a faction base. |
Faction bases exist on the world map, and can be interacted with by caravans or by transport pods and passenger shuttles.
While on a caravan, non-hostile factions can be traded with or attacked. Hostile factions can be gifted items to increase goodwill or attacked. In either case, it is possible to just visit the tile or pass through.
Transport pods with no concious colonist will automatically be gifted when landing on a faction base. Manned transport pods can initiate trade, attack, or be gifted (including the pawn sent). Passenger shuttles
can trade with or attack non-hostile settlements but can only attack hostile settlements.
It is not possible to create a new colony adjacent to or on a faction base. When settling within 4 tiles of a faction base, goodwill with that faction will be reduced every 15 days, scaling with distance.
Dumping toxic wastepacks
on the world map will anger the faction with the base closest to the tile it was dumped to, lowering goodwill and potentially causing retaliation.
Note that a colony's proximity to faction bases will not impact how often raids, caravans, or other events happen. If all of a faction's bases are destroyed, that faction will cease to exist, but events will happen at the same frequency with other factions.
Trading[edit]
Non-hostile factions will allow trade by visiting their faction base. Doing so grants +2% Trade Price Improvement, meaning prices will be slightly better than had the faction come to you. There is no way to view a base's inventory other than visiting the base itself, but the "Show what will buy" gizmo will display what the colony can sell.
Empire
faction bases can only be traded with if the trading caravan contains a pawn with the Knight/Dame title or higher. Traders guild
faction bases can not be traded with, and require a signal jammer to attack.
Faction bases refresh their inventory after 30 days of being visited, even if the colony had not traded anything. This can be viewed under the "Show what will buy" menu.
For their inventories, see trader inventories.
Raiding[edit]
Faction bases can be attacked, immediately lowering goodwill by −200 and turning the faction hostile if not already; goodwill cannot increase during the attack. This will generate a map with enemies and buildings. If unspotted, they will not attack immediately. However, once someone gets killed or downed, the enemy will immediately notice and will proceed to charge towards your attackers.
If the faction base is not destroyed and all colonists are wiped out or have left, there is a 24 hour cooldown before it can be re-entered.
Similar to raids, once a threshold of the enemy has been defeated, they will flee and abandon their base. Once the enemy forces (human and animal
) flee, the base is considered destroyed, and the colony will gain +20 goodwill with any faction hostile to the destroyed settlement. Destroying turrets is not required for the faction base to be considered destroyed, although the turrets will remain hostile after the base is destroyed. Any resources on the map can be taken, though note that a faction base's trade inventory is completely separate from the base loot; you will not get the trade inventory for raiding a base.
Once a faction base is destroyed, enemies will arrive in 4 days. It is possible to permanently settle on the base's tile which will prevent this raid. If a destroyed base is left without permanently settling, the destroyed faction base will vanish without a trace, meaning its tile can be settled on using regular map generation.
Map Design[edit]
Faction bases consist of random constructs, all surrounded by sandbags.
Indoor and Outdoor Areas[edit]
Indoor rooms are spawned as one large interconnected area. Outdoor areas will still have indoor rooms, although rooms may spread out with exposed walkways between. Light sources and power appear depending on faction type, with standing lamps used by more advanced factions and tribals dependent on torches and passive coolers. Tribal walls are made of wood, whereas other factions make use of stronger walls.
Upon entering the site, all indoor areas are hidden until player pawns enter.
Barracks[edit]
A room with multiple beds or sleeping spots. Beds always spawn as normal quality.
Dining Room[edit]
A room with small tables and dining chairs generated, both of varying quality. Sometimes there will be uneaten simple meals or pemmican left on the table.
Storage[edit]
Storage room with random collections of items. Stockpiles can hold weapons, gear, food, drugs, and other items. These will all spawn as forbidden. Type of loot depend on the faction:
- Tribes - mostly resources. Wood, minerals, herbal medicine, cloth, devilstrand and food.
- Neanderthal - garbage only.
- Impid -
- Outlanders - vast majority of industrial level loot, like drugs, components, materials, medicine, hyperwave, silver, steel, food and artifacts (mech serums, neurotrainers..).
- Pigs -
- Pirates - mostly garbage. bad-quality weapons, some silver, rarely components and artifacts.
- Empire - the same as outlanders, with additional of spacer-level loot. Psylink neuroformers and spacer components.
Battery Room[edit]
A room full of batteries, neatly spaced. These are exclusive to non-tribal factions.
Farm[edit]
An outdoor farm plot consisting of a single plant type and sometimes an indoor 2x2 stockpile of the plant matter in the corner.
Power[edit]
Non-tribal factions will use solar panels and batteries.
Prisons[edit]
A room with prisoners. A lot of them are on pirate bases. Can be both from factions hostile to this one, or single and ancients. Prisoners of a faction hostile to players will not attack. If the door is left open, they will run away. Some of them will join the player's colony when freed.
Defenses[edit]
Non-tribal factions make use of perimeter sandbags, mini-turrets, and even mortars. Once defeated, a base's turrets can be safely claimed to disable firing at friendly pawns and even turn them to your side, shooting at escaping hostiles.
These can be uninstalled and brought back to your colony, though it is not recommended due to their heavy weight.
Analysis[edit]
Settling near a non-hostile faction base, particularly outlander bases, is helpful. Outlander trade inventories are virtually guaranteed to stock useful items like steel, components, advanced components, neutroamine, and medicine, allowing the colony to freely buy them when needed. It is possible to settle within 4 tiles of a base and gift items to mitigate the goodwill loss, but in most cases it's better to settle 5 tiles away, which is not much further away. Mind the terrain difficulty: 5 tiles of mountain is not equal to 5 tiles of road.
Faction bases are mostly not worth raiding for their loot, even when considering that the buildings can be uninstalled or deconstructed. Still, raiding a pirate or savage tribe base can be a good way to boost goodwill with all factions, particularly if the travel time can be reduced via transport pods, Farskip,
and/or passenger shuttles.
Late game colonies with passenger shuttles can feasibly raid multiple settlements in a row and quickly ally all factions. The traders guild
in particular cannot be gifted items until a trade ship arrives, and calling in a trade ship is expensive in terms of goodwill. Raiding can also be a way to find more prisoners to capture.
Gallery[edit]
Version history[edit]
- 1.2.2719 - Empire
bases will have a shuttle pad, often with a shuttle on it about to take off. - 1.3.3066 - NPC shuttle pads now always use concrete or paved tiles as flooring.
- 1.4.3534 - Fix: Yttakin settlements can have mortars manned by animals.


















