Scenario system

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Default scenario choosing window, with theBiotech DLC installed and one custom-set scenario.

Thescenario system allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).

Contents

New Tribe vs New Arrivals[edit]

Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:

  • New tribes: Inherited by the "Lost Tribe" default scenario, and selectable in the scenario editor.
  • New arrivals: Inherited by the "Crashlanded", "Rich Explorer", and "Naked Brutality" default scenarios, and selectable in the scenario editor.

There are some significant differences between the New Tribe and New Arrivals scenarios.

Research[edit]

The most significant difference is the startingresearch and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.

Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research points required by new tribes by+50% per level for technologies aboveNeolithic, capped at 200% (Industrial). Note that most techs on the research tree are classified asIndustrial or higher.

Starting Research
New TribeNew Arrivals
Project tech
level
Research cost multiplier
New TribeNew Arrivals
Neolithic100%100%
Medieval150%100%
Industrial200%100%
Spacer200%100%
Ultra200%100%


Other differences[edit]

New TribeNew Arrivals
Can build theHoopstone ring
Stuff 20 Stuff (Metallic/Woody/Stony, 200 forSVMs), 100
(Rec Power: 100%)
Can build theHorseshoes pin
Stuff 10 Stuff (Metallic/Woody/Stony, 100 forSVMs), 100
(Rec Power: 100%)
Can build theGame-of-Ur board
Stuff 35 Stuff (Metallic/Woody/Stony, 350 forSVMs), 8,000
(Rec Power: 80%)
Can build theChess table
Stuff 70 Stuff (Metallic/Woody/Stony, 700 forSVMs), 8,000
(Rec Power: 100%)
Starting pawns:
  • Havebackstories from the "Tribal" category, which have the Naturalmeditation focus. This allows most tribals to meditate at theAnima treeContent added by the Royalty DLC.
    • 3 player created backstories lack the natural mediation focus but can appear as possible starting pawns. These include:
      • Samantha 'Sam' Haxton's Ranger Child
      • Valentin 'Val' Anastasi's Mad scientist
      • Christian 'Wolle' Alberts's Gamer Fanatic
    • AnychildrenContent added by the Biotech DLC of a tribe also gain the natural meditation focus, unlessVatgrown for enough time.
  • Have a 2% chance to have one of the following artificial body parts:Denture Peg leg Wooden foot Wooden hand
Starting pawns:
Recruitment difficulty increased by32% for the factions:[This may not be true.]Recruitment difficulty increased by32% for the factions:[This may not be true.]
Tribals forage 70% more food while traveling. SeeCaravan for details.
Can craft thetribal headdress andwar mask
IdeologyIcon.png
This section relates to content added byIdeology (DLC). Please note that it will not be present without theDLC enabled.
Allows theDrum partyRitualAllows theDance partyRitual

Starting Memes[edit]

IdeologyIcon.png
This section relates to content added byIdeology (DLC). Please note that it will not be present without theDLC enabled.

In addition to the above, somememes affect the starting scenario in one or more ways.

MemeStarts with techAllows to BuildOthers
Blindsight
Blindsight.png
--Pawns will startblinded
High life
High life.png
-Autobong
Mindbend carpet
-
Pain is virtue
Pain is virtue.png
-Slab bed
Slab double bed
Starting Pawns will havescars.
Though its memes, nullifies:
  • "Ate without table -3"
  • "Slept outside -4"
  • "Slept on ground -4"
  • "Soaking wet -3"
  • "Slept in the cold -4"
  • "Slept in the heat -4"
Transhumanist
Transhumanist.png
-Hex carpet
Hex tile
Neural supercharger
Sleep accelerator
-
Tree connection
Tree connection.png
Tree sowing-Though its memes, nullifies:
  • "Ate without table -3"
  • "Slept outside -4"
  • "Slept on ground -4"
  • "Soaking wet -3"
  • "Slept in the cold -4"
  • "Slept in the heat -4"
Tunneler
Tunneler.png
StonecuttingFungal gravelGrants theSmall spaces meme.
Bloodfeeding
Content added by the Biotech DLC
Bloodfeeding.png
Electricity
Deathrest
--

Default Scenarios[edit]

These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of 'blood machines'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.

Here are the four scenarios listed in order as shown in game:

CrashlandedLost TribeThe Rich ExplorerNaked Brutality
SummaryThree crashlanded survivors - the classic RimWorld experience.Five lost tribespeople attempt to rebuild. Difficult.One rich explorer out to experience the universe. Extra difficult.Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair.
DescriptionThe three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
Note: Since you'll start poor and research slowly, this is a difficult scenario.Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game.Warning: There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason.
Scenario TypeNew ArrivalsNew TribeNew ArrivalsNew Arrivals
Starting pawnsStart with three people, chosen from eight
  • Arrive in drop pods
  • 50% chance of havingcryptosleep sickness (Only lasts 3.2 to 4.8 in-game hours)
  • All potential options will have backstories from the "Offworld" category.
Start with five people, chosen from eight
  • They have a 50% chance of starting withmalnutrition
    • Severity ranges from 20% (minor) to 40% (moderate)
  • They will have a 'food' need between 0-10%
  • All potential options will have backstories from the "Tribal" category.
Start with one person, chosen from eight
  • Arrive in drop pods
  • All potential options will have backstories from the "Offworld" category.
Start with one person, chosen from eight
  • All potential options will have backstories from the "Offworld" category.
Starting PetOne random pet, which will be bonded to a random colonist3 random pets
  • Has a 100% chance of being bonded with random colonists
  • Has a 100% chance of being bonded with the starting colonist
One random pet, which will be bonded to the starting colonistNone
Starting Techs
Starting Supplies
  • No supplies
Nearby building materialsNearby building materialsNearby building materials-
Various resources scattered around the map--1 to 2steel slag chunks from the drop pod.
OthersStart with three normal-quality weapons

Start with three pieces of armor (in addition to synthread clothes)

Start with 6 weapons

Start with a high-tech weapon

Colonist arrives naked
BiotechIcon.png
This section relates to content added byBiotech (DLC). Please note that it will not be present without theDLC enabled.
The MechanitorThe Sanguophage
SummaryOne mechanitor and a few servant mechanoids.One crashlanded sanguophage needing blood to survive, and one human colonist.
DescriptionYou knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.
Note: Since your starting character will lack some skills, this is a difficult scenario.Note: Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario.
Scenario Type
New Arrivals
Starting pawnsStart with one person, chosen from eightStarts with 2 persons:
  • One adult/childrensanguophage and one baseliner colonist of any age.
  • Arrive in drop pods
Starting Mechanoids-
Starting Techs
Starting Supplies
OthersThe exostrider remains that usually spawn on the starting map will also be disabled.-
AnomalyIcon.png
This section relates to content added byAnomaly (DLC). Please note that it will not be present without theDLC enabled.
The Anomaly
SummaryThree researchers and a ghoul investigate an ancient monolith.
DescriptionYour research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
Note: This is a difficult scenario and is not recommended for new players.
Scenario TypeResearch Expedition
Starting pawnsStart with one ghoul and three colonists.
  • They have a 4% chance[Each?] of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
  • Arrive in drop pods
Starting TechsStart with technology already researched
Starting Supplies
Others
  • After 12-15 days, a ghoul transport pod crash incident will occur.
  • Themonolith is activated from the start

Scenario editor[edit]

Scenario edit mode

The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.

Edit mode[edit]

StumpChoppedA (cropped).png
This section is astub. You can help RimWorld Wiki byexpanding it. Reason:Inadequate detail on what options are and mean.

In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.

Mandatory parts[edit]

  • Part nameDescriptionPossible inputs
    TitleThe title for the scenario.Text
    SummaryA short version of the description for the scenario.Text
    DescriptionThe description for the scenario.Text
    Player factionThe type of faction you will run. (changes what research you have and don't have)New Arrivals
    New Tribe
    Starting peopleThe number of people you will start with.Number (max 10)
    Starting peopleContent added by the Biotech DLCThe number of people you will start with and what kind of xeno races. (More can be added)Number (max 10)
    Racetype
    Required? (Cannot go below 1)
    Arrival methodHow your colonists will arrive.Standing
    Drop pods
  • Voluntary parts[edit]

    Part nameDescriptionPossible inputs
    Allowed age rangeThe biological age range of your starting colonists.Number slider (min 15, max 120)
    Characters explode on deathSelf explanatory. Number determines radius.Number (max 1000000000) and type of explosion (bomb or flame)
    Create incidentCreating of anincident for the colony, with the option to repeat every X days.Number (max 1000000000)
    Repeat checkbox
    Disable exostrider remainsContent added by the Biotech DLCDisable chance of exostrider remains showing up. Recommended not to start withoutMechanitor as this disables the ability to get the required implant for Mechanoid control.None (Only can be added once)
    Disable incidentDisabling of an incident for the colony.Any incident
    Disallow buildingDisallows a building from being built.Any building
    Forced health conditionForces the characters specified to have a specific health condition.Type of health condition
    Severity of the condition
    Chance for having the condition
    Who will have the condition
    Forced traitForces the characters specified to have a specific trait.Trait
    Chance for having the trait
    Who will have the trait
    Game start dialogText shown at the start of the gameText
    NakedChance of colonists or planet inhabitants being nakedChance of nudity
    Who will be naked
    Permanent game conditionForces the world to have a constant planetary effectGame condition
    Permanent map conditionForces the map to have the specified map condition permanently onMap condition
    Planetkiller weapon incomingMakes the game end after a specified amount of daysNumber (max 1000000000)
    Scattered randomlyMakes the game scatter the specified items randomly around the map.Item
    Number (max 100000000000)
    Set need levelSets the starting level of need until the characters can restore themselves.Need
    Severity of need
    Chance
    Who the need is applied to
    Start nearMakes the game spawn the specified items near your starting location.Item
    Number (max 100000000000)
    Start withMakes the game drop the specified items to your starting location.Item
    Number (max 100000000000)
    Start with animal(s)Makes the game start you with the specified animals as pets.Number (max 100000000000)
    Animal
    Start with mechanoidContent added by the Biotech DLCMakes the game start you with the specified controllable mechanoidsNumber (max 100000000000)
    Mechanoid
    Start with researchMakes the game start you with the specified research.Research
    Stat multiplierThe multiplier forStatsNumber (max 10000)

    These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.

    Version history[edit]

    • 0.12.906 - Colonies now start with a pet.
    • 0.14.1234 - Scenario system added. The previous default experience is now the Crashlanded scenario.
    • 0.19.2009 - Naked Brutality scenario added.
    • ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.
    • 1.4.3527 - Fix: Scenario text cut off if tiny text is disabled.
    • 1.4.3555 - Fix: You can start as a psychically deaf mechanitor.
    • 1.4.3563 - Fix:ChildrenContent added by the Biotech DLC generated at tribal game start don't havenatural meditation focus.Content added by the Royalty DLC
    • 1.5.4069 - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. Also increased number of packaged survival meals from 45 to 50.
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