They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. This faction is a formidable ally and foe alike, and may start off as either of them.
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. Savage tribes always start off hostile towards your colonists and all other factions.
“These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons.
Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as sniper rifles.
Be nice to them, and you will be rewarded, but anger them, and you basically have another pirate group, except this one can be negotiated with. Rough outlander unions always start off hostile towards your colonists, as well as all other factions.
It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the comms console). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base.
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis.
These factions don't have a single leader, but they still show up in the game (usually to cause trouble) Centipedes are capable of dealing a great amount of damage to your colony.
Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. Lancers are the Mechanics' light ranged units, equipped with a charge lance.
Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack improvised turrets without retaliation. They deal low damage per shot but have immense range and accuracy.
Once killed, all Mechanics leave a corpse which can be broken down at a machining table for metal and components. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face.
No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous.
However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Space refugees land in crashed transport pods.
Trials tend to use their natural environment, including words like 'mountain' in their names. Factions have many bases generated when the world is created, which can be traveled to by forming a caravan or launching transport pods.
Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.
In Rim world, one of the key gameplay features is the raids by enemy factions. These factions have varying relationships with your colony, and all of them may be your enemy from the start.
As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times. There are three kinds of relations that toucan be with others; hostile, neutral and ally.
Allied factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. To turn a hostile faction neutral, you must increase goodwill above 0.
This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick. Destroying faction bases of mutual enemies gives +20 goodwill.
In Beta 18 or earlier, you can contact them on the comms console and give them 300 silver for +13 base goodwill boosts (greatly depends on social skill and talking ability) if you have at least -70 rep. In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via transport pod to their faction bases.
If visiting allies are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.
The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction.
Prior to 1.0 hitting faction members by accident also caused relation damage. A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.
Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. Normally, this event will only occur if the player triggers it by asking for help in the comms console.
Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of their enemies is spotted, they will begin to enter defensive positions and attack them.
If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver. Note that rescuing any downed allies is a good way to keep relations high with them.
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.
They often come with pack animals, and more goods and money to trade with than regular visitors. Caravan request A faction base near your colony requests some items, and in exchange offers silver or items at a higher than normal price in exchange.
After destroying the camp they will offer payment and relations will improve. The bandit outpost is smaller and less well-defended than a regular faction base.