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* FullBoarAction: Before the 1.3.3066 update wild boars were single-handedly the most dangerous prey animals in the game, due to being pack animals that could take down Wargs solo. A manhunting pack of boars could easily slaughter a colony faster than a pack of elephants. The update made them incapable of combat, or being trained for any other purpose.

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they removed the ability for boars to attack in the 1.3.3066 update


* ActionBomb: Boomrats and boomalopes, rats and antelopes that explode when they die. They were genetically engineered as a renewable fuel source, and feral specimens adapted it as a defense mechanism.

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* ActionBomb: Boomrats and boomalopes, rats and antelopes that explode when they die. They were genetically engineered as a renewable fuel source, source (you can't actually milk the boomrats though, meaning there's no reason to tame them), and feral specimens adapted it as a defense mechanism.



* AllianceMeter: NPC factions can have varying relationship values with your colony which can improve or worsen depending on actions taken like imprisoning their members or giving them gifts of silver. Those listed as "hostile" will attack you on sight, while those whom you have good enough relations with can be called on for help if you need it (on rare occasions they'll come of their own accord).

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* AllianceMeter: NPC factions can have varying relationship values with your colony which can improve or worsen depending on actions taken like imprisoning their members or giving them gifts of silver.silver, although it will gradually shift back to their default status if you don't interact with them for a while. Those listed as "hostile" will attack you on sight, while those whom you have good enough relations with can be called on for help if you need it (on rare occasions they'll come of their own accord).



** Any colonist with a high "Animal" skill set can tame and train most animals, and, if you so desire, amass a small army of creatures able to do basic chores and fight for them in battle. A swarm of trained wargs, elephants, or boars can easily and quickly decimate large raider parties just as well as a group of pawns with guns, if you have enough food supplies to keep them all fed, of course.

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** Any colonist with a high "Animal" skill set can tame and train most animals, and, if you so desire, amass a small army of creatures able to do basic chores and fight for them in battle. A swarm of trained wargs, elephants, or boars bears can easily and quickly decimate large raider parties just as well as a group of pawns with guns, if you have enough food supplies to keep them all fed, of course.



** For battle animals, boars are king. They are omnivores, so feeding them is as easy as zoning them to grass [[FedToPigs or the corpse freezer]], they are faster than humans, hit harder than most animals, breed fairly fast and are easy to tame and maintain. It is telling that they are one of the few prey animals able to inflict lethal wounds on wargs in the wild (the other being tortoises).



* DeadGuyOnDisplay: ''Ideology'' lets you stuff human corpses into gibbet cages to decorate your base, break prisoners' will, and terrorize slaves into obedience. You can also extract dead pawns' skulls to put on display on skull spikes, which serve the same purpose.

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* DeadGuyOnDisplay: DeadGuyOnDisplay:
**
''Ideology'' lets you stuff human corpses into gibbet cages to decorate your base, break prisoners' will, and terrorize slaves into obedience. You can also extract dead pawns' skulls to put on display on skull spikes, which serve the same purpose.purpose.
** One of the mental break events is "corpse obsession", where the colonist will dig up any dead person buried in a grave or sarcophagus and place it in a high-traffic area. This will generally incur a mood debuff ("observed corpse") in a significant number of your colonists unless quickly dealt with.



* DeathOfAThousandCuts: Critters like rats or squirrels deal ScratchDamage at best, but their tiny size makes them very hard to hit even with crowd control weaponry, and the numerous bites and scratches accumulate pain and blood loss quickly. Encountering a pack of manhunting squirrels, as hilarious as it may sound, can be more dangerous than a pride of rampaging lions.

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* DeathOfAThousandCuts: Critters like rats or squirrels deal ScratchDamage at best, but their tiny size makes them very hard to hit even with crowd control weaponry, and the numerous bites and scratches accumulate pain and blood loss quickly. Encountering a pack of manhunting squirrels, as hilarious as it may sound, can be more dangerous than a pride of rampaging lions.panthers.



* FullBoarAction: Be very careful around wild boars. They are single-handedly the most dangerous prey animals in the game, due to being pack animals that can take down Wargs solo. A manhunting pack of boars can easily slaughter a colony faster than a pack of elephants and are only beaten in this category by Thrumbos.


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** Some factions have HardCodedHostility so that there will always be some source of the raiders attacking you. However, even if you eradicate every hostile faction on the map, the number of raiders besieging your base will never diminish, either in size or frequency. The game will just say you've been attacked by unaligned, faction-less "wild men" that previously never had any issue with your colony. Slaughtering these by the hundreds will also not affect raid sizes or frequency either.


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* HorseOfADifferentColor: The thrumbos, huge, shaggy creatures of unknown origin, can be ridden in a caravan to reach their destination faster. The trope is otherwise averted; despite the very wide variety of fauna in the game, the only other animals that are rideable are horses, donkeys, camels, and elephants, which are all rideable in real life.
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* HostileTerraforming: The Fleshmass Heart from ''Anomaly'' gradually covers the entire map with its fleshy growths, removing all native flora and pushing out any wild animals in the process. It also destroys doors on contact, so unless you build a fully enclosed defensive wall around your base, it'll cover that, too. Attacking the fleshmass merely unleashes waves of hostile creatures that attack immediately, with the removed fleshmass quickly growing back. The only way to defeat the thing is by destroying and analyzing the nerve clusters it grows every day or so, followed by killing the heart itself once you know why.
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* AWinnerIsYou: Whenever you complete any of the possible endings, a pop-up appears with a small amount of text telling you either all your colonists are dead now (if it's a bad ending) or their fate is now ambiguous (if it's a good ending), then the credits roll. The end. You get nothing for winning and there's no real reason to reach the end outside of deciding that you've played enough on this save file. The exceptions are the ''Anomaly'' DLC endings, as, regardless of which ending you chose, it allows you to keep playing after the credits with some post-game benefit for reaching the ending. Although it's more like a mid-point climax, as you can now reach one of the other endings should you so choose, playing this trope straight again.

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* ArtisticLicenseBiology:
** Rats are depicted as dumb animals that can't be trained to do anything. In reality, rats are smart enough that they have been used to detect mines and lay internet cables. However, since the most basic skill an animal can be trained in Rimworld is guarding, having a rapidly-breeding army of guard rats would end most fights rather quickly.

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* ArtisticLicenseBiology:
**
ArtisticLicenseBiology: Rats are depicted as dumb animals that can't be trained to do anything. In reality, rats are smart enough that they have been used to detect mines and lay internet cables. However, since the most basic skill an animal can be trained in Rimworld is guarding, having a rapidly-breeding army of guard rats would end most fights rather quickly.

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** Animal milk is explicitly stated to be viable baby food, whereas in RealLife babies shouldn't be fed anything other than breast milk or formula (which technically doesn't exist in-game) until they're at least six months old. Since this restriction would serve no purpose beyond overcomplicating the process of raising babies, it's ignored for convenience's sake.



* ArtisticLicenseBiology: Rats are depicted as dumb animals that can't be trained to do anything. In reality, rats are smart enough that they have been used to detect mines and lay internet cables. However, since the most basic skill an animal can be trained in Rimworld is guarding, having a rapidly-breeding army of guard rats would end most fights rather quickly.

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* ArtisticLicenseBiology: ArtisticLicenseBiology:
**
Rats are depicted as dumb animals that can't be trained to do anything. In reality, rats are smart enough that they have been used to detect mines and lay internet cables. However, since the most basic skill an animal can be trained in Rimworld is guarding, having a rapidly-breeding army of guard rats would end most fights rather quickly.
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** Kicking an addiction takes a fairly long time (30 days / half a year), but once it's over there's no risk of a relapse, so you don't need to worry about keeping your sober alcoholic away from any alcohol for the rest of their life. They ''can'' get addicted again, but only if they rebuild their addiction from zero like any other non-addicted pawn.
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** All of the void rituals of ''Anomaly'' exact a heavy price from someone or something in return for powerful buffs or abilities. Most require a HumanSacrifice that usually isn't lethal, but leaves the victim with serious brain damage. Others like Death Refusal damage the recipient's mind instead, which is represented by them losing a variable amount of skill experience.
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** The Void Provocation ritual in ''Anomaly'' will generally summon an entity you haven't encountered yet, making it relatively straightforward to complete the entity codex and, through it, the DLC's story arc. It'll also usually refrain from summoning advanced entities if your monolith is still in the basic stage so you don't get attacked by nasties you're probably not yet ready to handle.
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* NegativeAbility: A principal aspect of gameplay is that all humans are given a randomized selection of traits that determine their behaviour and strengths. Some traits are good, some are only good in certain situations, while a number are outright bad, to intentionally make the task of managing your colony more interesting. Some bad traits include "Delicate", which makes your pawn take 15% more damage from attacks, "Depressive", which applies a permanent -12 mood debuff, and "Staggeringly Ugly", which applies a -40 opinion debuff from every other colonist (unless they have the "Kind" trait).

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Alphabetizing, Human Popsicle already there


* HomeNudist: The "Nudist" trait makes the pawn have [[ShamelessFanserviceGirl no body modesty]] and will prefer to walk around their base naked, even to [[DiningInTheBuff eat]] or [[SleepsInTheNude sleep]]. They lose the [[NakedFreakOut mood penalty they have for feeling humiliated when naked]], gain a mood boost when nude and get a small mood penalty if they wear clothes for too long (except for specific types of headgear and belts). As of ''Ideology'', nudism may also be mandated by a character's ideologion regardless of whether the pawn has the trait. Either way, they ''will'' put on warmer clothes on their own [[ExposedToTheElements if the temperature gets too low]].



* HollywoodAutism: One of the childhood backstories, ''Aspergers Rebel''[[note]]In this case, [[CivilWar a literal one]][[/note]] causes a pawn to be unable to do doctor work, due to their Aspergers syndrome. (Which includes surgery, [[NotThatKindOfDoctor despite the innate +5 intellectual skill]]) and gives them [[NoSocialSkills a -3 to their Social skill]].[[labelnote:full backstory text]]\\
@@<name> grew up as a rebel on an formerly-advanced rimworld devastated by war.@@\\
@@Their Aspergers syndrome meant they struggled with social situations and was incapable of caring, but they learned hard skills like research and shooting very quickly.@@\\\
Skills:\\
@@Intellectual: +5@@\\
@@Shooting: +2@@\\
@@Social: −3@@\\\
Incapabilities: ('caring' means doctor work)\\
@@Caring@@\\
@@Plant work@@\\
[[/labelnote]]
%%for future editors: notes do not support multiple lines by default, and as such, every line within one must contain \\ or \\\ at the end.
* HomeNudist: The "Nudist" trait makes the pawn have [[ShamelessFanserviceGirl no body modesty]] and will prefer to walk around their base naked, even to [[DiningInTheBuff eat]] or [[SleepsInTheNude sleep]]. They lose the [[NakedFreakOut mood penalty they have for feeling humiliated when naked]], gain a mood boost when nude and get a small mood penalty if they wear clothes for too long (except for specific types of headgear and belts). As of ''Ideology'', nudism may also be mandated by a character's ideologion regardless of whether the pawn has the trait. Either way, they ''will'' put on warmer clothes on their own [[ExposedToTheElements if the temperature gets too low]].



* HollywoodAutism: One of the childhood backstories, ''Aspergers Rebel''[[note]]In this case, [[CivilWar a literal one]][[/note]] causes a pawn to be unable to do doctor work, due to their Aspergers syndrome. (Which includes surgery, [[NotThatKindOfDoctor despite the innate +5 intellectual skill]]) and gives them [[NoSocialSkills a -3 to their Social skill]].[[labelnote:full backstory text]]\\
@@<name> grew up as a rebel on an formerly-advanced rimworld devastated by war.@@\\
@@Their Aspergers syndrome meant they struggled with social situations and was incapable of caring, but they learned hard skills like research and shooting very quickly.@@\\\
Skills:\\
@@Intellectual: +5@@\\
@@Shooting: +2@@\\
@@Social: −3@@\\\
Incapabilities: ('caring' means doctor work)\\
@@Caring@@\\
@@Plant work@@\\
[[/labelnote]]
%%for future editors: notes do not support multiple lines by default, and as such, every line within one must contain \\ or \\\ at the end.
* HumanPopsicle: The resurrector mech serum allows you to instantly revive a deceased pawn, but at the risk of a permanent disability (including "resurrection psychosis", which will kill them again after one-hundred days). The risk starts at a base 5.88%, but gradually increases as the corpse decomposes (eventually reaching near certainty at five days). As such, should you wish to resurrect a pawn and are unable to immediately do so, put them in a freezer to keep them from rotting until you can.
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* CargoCult: One of the events in the ''Anomaly'' DLC is being given a mysterious "golden cube". This object has an increasingly persistent psychic effect on your colonists and they will gradually become obsessed with the cube, constantly needing to play with the cube, build effigies of the cube, and go nuts if isolated from the cube for too long, while their work speed will nosedive in the process, as they will constantly interrupt their work to interact with the cube and work more slowly under its influence. Destroying the cube will result in any devoted followers going berserk, while depriving them of interacting with the cube will put them into a coma for up to two months.


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* HumanPopsicle: The resurrector mech serum allows you to instantly revive a deceased pawn, but at the risk of a permanent disability (including "resurrection psychosis", which will kill them again after one-hundred days). The risk starts at a base 5.88%, but gradually increases as the corpse decomposes (eventually reaching near certainty at five days). As such, should you wish to resurrect a pawn and are unable to immediately do so, put them in a freezer to keep them from rotting until you can.

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* HeroicSecondWind: Inverted by the ''Anomaly''-exclusive Death Refusal ritual. It enables the affected pawn to automatically rise from the dead in case they're killed, but the ritual itself is a literal DealWithTheDevil. That devil's personal {{Cult}} makes extensive use of it, with every single one of its mortal followers needing to be killed twice when met in battle.



* MachineWorship: The Archist structure tenet indicates that an ideoligion worships the archotechs as the true gods of the universe.

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* MachineWorship: MachineWorship:
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The Archist structure tenet indicates that an ideoligion worships the archotechs as the true gods of the universe.universe.
** ''Anomaly'' introduces the Cult/Followers/Disciples/Servants of Horax, a new AlwaysChaoticEvil faction that worships the malevolent AI at the DLC's heart.
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* BadassLongcoat: You can craft dusters to keep your colonists warm and protect against attacks. In fact, dusters made from devilstrand, hyperweave, or thrumbofur are better armor than flak jackets of the same quality, and a flak vest can be worn under them for even more protection.
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** The Sightstealers are similarly invisible, though not nearly as formidable as the Revenant, being one of the first monsters you'll encounter; they compensate for their weakness with [[ZergRish numbers]].

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** The Sightstealers are similarly invisible, though not nearly as formidable as the Revenant, being one of the first monsters you'll encounter; they compensate for their weakness with [[ZergRish [[ZergRush numbers]].
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** The Sightstealers are similarly invisible, though not nearly as formidable as the Revenant, being one of the first monsters you'll encounter; they compensate for their weakness with [[ZergRish numbers]].


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** The [[InvisibleMonsters Revenant]] is surprisingly knowledgeable of doors for a giant MindRape monster; being inside won't protect your colonists from being attacked by it. Doubly unfortunate is that it's smart enough to figure out how to operate the thick security doors you've been relying on to keep your captive nightmares locked up, making it a frequent escapee.
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** Your colonists will build things in a random order, so it's not uncommon for them to build themselves into the walls accidentally, trapping themselves.


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* InvisibleMonsters: The revenant of the ''Anomaly'' DLC is a "psychically invisible" HumanoidAbomination that cloaks itself so that it is impossible for pawns to detect. It "attacks" colonies by repeatedly hypnotizing one pawn for each visit (not just colonists, but also prisoners, visitors, or traders in the area), putting them into a permanent coma until it is hunted down and killed (easier said that done, as it has a tremendous 900 HP, is very fast, and will attempt to flee if attacked). Its cloak will fail if hit by any attack, burned, struck by an EMP, lit up with flares, covered in firefoam, or it's within the radius of certain psycasts, and when fleeing it leaves behind distinct footprints that make it easier to track.


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* NecessaryDrawback:
** The ''Biotech'' DLC adds the ability to build mechanoids to perform tasks around your colony. Mechanoids, unlike colonists, do not suffer mood debuffs, do not require any specific environment, can work for several days nonstop, have high base stats in relevant skills built in, and can function perfectly at any temperature range. They come with two major drawbacks: mechanoids have a build speed handicap, meaning they will perform tasks significantly slower than colonists of the same skill level, and to build and maintain them produces lots of toxic waste, which can be difficult to get rid of. The higher tiers of fighting mechanoids also require "softscanning" or "ripscanning" pawns (whether prisoners or colonists) to create them; the former causes brain damage for several days, while the latter is outright fatal.
** Also from the ''Biotech'' DLC are xenogenes, which allow you to change the abilities of pawns. However, it penalizes you for giving your pawn too many "good" traits (like giving them faster healing or requiring less sleep) by reducing their metabolic efficiency, making them get hungrier at an increased rate. This can only be offset by giving them "bad" traits (like giving them slower healing or requiring more sleep) that balance out the good ones.
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Fixing typo


* InjuredSelfDrag: Since the 15 patch, humans who have are no longer able to walk (either by pain shock or losing their both legs) but still have control of their arms will attempt to crawl to safety.

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* InjuredSelfDrag: Since the 15 patch, humans Humans who have are no longer able to walk (either by pain shock or losing both of their both legs) but still have control of their arms will attempt to crawl to safety.
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* ObviousRulePatch: A number of situations exist in the game simply to counter players who discover strategies that make it too easy to progress and survive.
** Raiders have a much higher chance to be outright killed in a fight rather than downed to prevent you from being able to capture most of them, imprison them, and then recruit them in large quantities, gaining many new colonists quickly. This chance gets higher once you reach a certain threshold of colonist numbers. Raiders will also frequently have an "unwaveringly loyal" trait that makes it impossible to convert them through normal means, so that even if some raiders are downed instead of killed, they will never submit to recruitment.
** When a raider dies, the clothes they wear will be considered "tainted", incurring a mood debuff if you strip the corpse and have a colonist wear it, and are almost always heavily damaged to boot, thus providing a disincentive to pillaging the large quantities of free outfits that you'll inevitably get from defeating large raider groups. Some weapons enemies wield will also be "bio-coded", making it impossible for you to use them and giving them zero resell value.
** Earlier versions of the game allowed you to tame and train more varieties of smaller animals, including boomrats, boars, chickens, and turtles. This was removed because said animals are easy to maintain and breed in large numbers, and sending swarms of such critters into battle against raiders was always an easy CurbStompBattle in your favour due to the game's fighting mechanics (smaller animals are harder to hit due to their smaller size, while a large number of small animals attacking you at once very quickly causes DeathByAThousandCuts through rapidly accumulating bleeding damage from all the minor bites and scratches), and training them to haul removed a significant chore, giving the human pawns much more free time to do other tasks. Boomrats especially, since they were basically living heat-seeking missiles that would explode if damaged too much (this nerf has since made boomrats functionally useless as a pet, since, unlike boomalopes, they cannot be milked for their chemfuel).
** Similarly, it used to be possible to zone any animal to a specific zone without requiring an enclosed pen. This was removed because it made it way too easy to guard your base by just having swarms of animals circling around the perimeter, as raiders would suicidally attack them on sight and incur their wrath.
** Some quests require your colony to host some guests, prisoners, or animals for an extended period. The easiest way to theoretically complete these quests is simply to put the prisoners/guests/animals in cryptosleep for the duration of the mission length, so the option to do this to them is blanked out to prevent this quest from being trivial to complete.
** If fire covers a certain threshold percentage of the map, the game will attempt to force rain to occur to put the fire out. This is both to prevent the entire map from becoming a scorched wasteland scoured of all life (which can take months to recover from) and because having so much fire being rendered on-screen at the same time is really resource intensive on most computers.
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* A lone mechanitor escaping the judgement of others to set up shop on a new world with a few robotic minion,
* A [[OurVampiresAreDifferent sanguophage]] running from hunters, escaping with a single minion,
* Or four researchers investigating a mysterious signal, only for their ship to crash and one of their number transformed into a [[OurGhoulsAreCreepier ghoul]].

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* A lone mechanitor escaping the judgement of others to set up shop on a new world with a few robotic minion,
minions,
* A [[OurVampiresAreDifferent sanguophage]] running from hunters, escaping with a single minion,
thrall,
* Or four researchers investigating a mysterious signal, only for to have a burst of energy from the planet cause their ship to crash and one of their number transformed transform into a [[OurGhoulsAreCreepier ghoul]].

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Your vessel was in orbit around one of these undeveloped planets before crashing in an unspecified accident. As none of you were enterprising colonists, your group is woefully unprepared for this primitive and potentially hostile world. Luckily, your {{Escape Pod}}s are well-stocked with basic tools, weapons, and supplies, giving means to provide for yourselves. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find some way to get yourself back home--provided you survive, of course. There are also options to play as the tribal descendants of a LostColony who had survived from an attack from [[AIIsACrapshoot reactivated but malfunctioning robots]], or a BoldExplorer who is on an adventure on a remote planet in search of fortune and glory. Or, you can make your own backstory.

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Your vessel was in orbit around one of these undeveloped planets before crashing in an unspecified accident. As none of you were enterprising colonists, your group is woefully unprepared for this primitive and potentially hostile world. Luckily, your {{Escape Pod}}s are well-stocked with basic tools, weapons, and supplies, giving means to provide for yourselves. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find some way to get yourself back home--provided you survive, of course. There are also options to play as the several other preset starting scenarios:

* The
tribal descendants of a LostColony who had survived from an attack from [[AIIsACrapshoot reactivated but malfunctioning robots]], or a robots]],
* A
BoldExplorer who is on an adventure on a remote planet in search of fortune and glory. glory,
* An unlucky colonist who went in for what they thought was minor surgery and wake up in a DropPod over a strange planet, naked and with no supplies,
* A lone mechanitor escaping the judgement of others to set up shop on a new world with a few robotic minion,
* A [[OurVampiresAreDifferent sanguophage]] running from hunters, escaping with a single minion,
* Or four researchers investigating a mysterious signal, only for their ship to crash and one of their number transformed into a [[OurGhoulsAreCreepier ghoul]].

Or, you can make your own backstory.
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At least that's what they all call it in my game.


* NoNameGiven: If the malevolent archotech that serves as the ''Anomaly'' DLC's ArcVillain has a name, it's never mentioned. The entity is only ever talked about in the vaguest of terms, so even its basic nature can be easy to miss unless you pay close attention to the FlavorText.

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* NoNameGiven: If the malevolent archotech that serves as the ''Anomaly'' DLC's ArcVillain has a name, it's never mentioned. The entity is only ever talked about in the vaguest of terms, so even its basic nature can be easy to miss unless you pay close attention to the FlavorText. Various [[TomeOfEldritchLore arcane research books]] ''do'' consistently call it "Horax" but it's unknown if that's what it calls itself or if it's a name a third party came up with.

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Removed references to a "psychic rain" event, which comes from the Vanilla Expanded series of mods, and not basegame Rimworld.


* DeathWorld: The planet your colonists crash-land on is inevitably chock-full of hostile tribes, aggressive {{Space Pirate}}s, and wildlife that has an occasional tendency to go berserk. In extreme climates, you may also have to contend with a lack of conveniently arable land and the local weather: Extreme Deserts are scorching hot and largely devoid of life, but there are some patches of gravel where you can maybe grow small potato crops; Sea Ice, places where it's so cold that the sea has frozen over, have almost no wildlife and no arable land whatsoever -- all food must come from Muffalo herding, trade or cannibalism until hydroponics and moisture pumps can make greenhouses possible. And if all the above don't get you, there's solar flares randomly shutting down your power network, super-volcano eruptions darkening the sky, toxic fallout poisoning all life on the map, psychic rain letting your colonists age at a massively increased rate, and malevolent AI mind-raping your colonists or simply sending hordes of {{Killer Robot}}s after you just because. All things considered, it's borderline miraculous your rimworld is as densely populated as it is. By rights, everyone should've been long dead by the time you arrive.

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* DeathWorld: The planet your colonists crash-land on is inevitably chock-full of hostile tribes, aggressive {{Space Pirate}}s, and wildlife that has an occasional tendency to go berserk. In extreme climates, you may also have to contend with a lack of conveniently arable land and the local weather: Extreme Deserts are scorching hot and largely devoid of life, but there are some patches of gravel where you can maybe grow small potato crops; Sea Ice, places where it's so cold that the sea has frozen over, have almost no wildlife and no arable land whatsoever -- all food must come from Muffalo herding, trade or cannibalism until hydroponics and moisture pumps can make greenhouses possible. And if all the above don't get you, there's solar flares randomly shutting down your power network, super-volcano eruptions darkening the sky, toxic fallout poisoning all life on the map, psychic rain letting your colonists age at a massively increased rate, map, and malevolent AI mind-raping your colonists or simply sending hordes of {{Killer Robot}}s after you just because. All things considered, it's borderline miraculous your rimworld is as densely populated as it is. By rights, everyone should've been long dead by the time you arrive.



** The very rare Psychic Rain event vastly accelerates the aging process of any pawn caught in it. While this won't affect young and middle-aged pawns all that much, older pawns (as in, 40+ years old) gain an increased risk of developing age-related afflictions like a bad back, cataracts, or the dreaded dementia.

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** Similarly, most of the animals age and reproduce at an accelerated speed compared to their real life equivalents. For example, the elephant takes only about three months to reach maturity rather than fourteen years, simply because that would be a ridiculously long investment in-game.



* AllAnimalsAreDogs: Downplayed. With enough skill and luck, your colonists can tame and control any animal in the game, no matter how dangerous they are in real life, even the AlwaysChaoticEvil insectoids. However, wild animals have a "wildness" percentage, meaning they need to be continuously retrained to prevent them gradually forgetting they're tame and becoming feral, while domestic animals like dogs and cats have zero wildness, meaning they do not need to be tamed and will never become untamed. Additionally, only dogs and a few other particularly intelligent animals can be trained to do the most complex tasks like rescuing downed pawns.

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* AllAnimalsAreDogs: Downplayed. With enough skill and luck, your colonists can tame and control any animal in the game, no matter how dangerous they are in real life, even the AlwaysChaoticEvil insectoids. However, wild animals have a "wildness" percentage, meaning they need to be continuously retrained to prevent them gradually forgetting they're tame and becoming feral, while domestic animals like dogs and cats have zero wildness, meaning they do not need to be tamed and will never become untamed.untamed (you can still release them into the wild, however). Additionally, only dogs and a few other particularly intelligent animals can be trained to do the most complex tasks like rescuing downed pawns.



** Manhunter packs always know where your pawns are, even if there're miles of jungle or mountains between them.

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** Manhunter packs always know where your pawns are, even if there're miles of jungle or mountains between them. Similarly, it's possible for animals to turn manhunter after being attacked by a tamed animal owned by a member of your colony, meaning it somehow inexplicably knew this animal was controlled by humans.



** Building a legendary masterwork object will have the info tab state how knowledge of this item will quickly spread across the planet. ''How'' it does so is never specified.



* TheBeastmaster: Any colonist with a high "Animal" skill set can tame and train most animals, and, if you so desire, amass a small army of creatures able to do basic chores and fight for them in battle. A swarm of trained wargs, elephants, or boars can easily and quickly decimate large raider parties just as well as a group of pawns with guns, if you have enough food supplies to keep them all fed, of course.

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* TheBeastmaster: TheBeastmaster:
**
Any colonist with a high "Animal" skill set can tame and train most animals, and, if you so desire, amass a small army of creatures able to do basic chores and fight for them in battle. A swarm of trained wargs, elephants, or boars can easily and quickly decimate large raider parties just as well as a group of pawns with guns, if you have enough food supplies to keep them all fed, of course.
** The yttakin xenotypes are naturally gifted with animals, due to possessing the "great animals" and "animal warcall" genes, the former which grants a significant +8 boost to the Animals skill, while the latter allows them to command any animal or wildman to fight for them for a few hours.



** Giving your pawns too many "good" genetic attributes comes with a metabolic efficiency cost. The maximum is a -5 metabolic efficiency debuff, which makes them get hungrier at 225% of the normal baseline hunger rate.



* DumpStat: Each colonist has a list of various skills which they can improve or let stagnate and decline (the rate of improvement is multiplied if the pawn has a passion or burning passion in said skill). It's impossible to have one single colonist to be a master at every skill, so the game expects you to have a number of different colonists with different skill sets to make up for one another's weaknesses (for example, a pawn that's an excellent shooter won't have much use for the Melee skill). Most of said skills have some sort of use in some important role in a colony, but the Intellectual skill becomes this in the late-game; its most important for the research tree, but once you've researched everything there is, its function becomes utterly trivial. It's only necessary for mineral scanning and drug production and even then the size of ore veins makes mineral scanning a very infrequent activity, while some drugs do not require intellect to produce (smokeleaf joints, psychite tea, and wort production rely on the Cooking skill).



* EarlyGameHell: The first one or two in-game years tend to be a biggest hurdle for a colony to get up and running due to the lack of adequate defences, few pawns to work with, and only rudimentary resources and skills, making it much more difficult to keep your pawns happy and making even a small setback much harder to overcome. Even a single botched hunt can cause a colony wipe if your hunter ends up aggro-ing a wolf that downs all your pawns or a random blight infection that wipes out your fledgling crops, leading to mass starvation, events that would be utterly trivial in the mid to late-game.



* EasilyForgiven: Ziggzagged.

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* EasilyForgiven: Ziggzagged.Zig-zagged.



* {{Fingore}}: Individual fingers and toes can be damaged or lost by injuries, though it's usually less of an inconvenience than losing a full limb.

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* {{Fingore}}: Individual There's no protective clothing for hands or feet, so individual fingers and toes can tend to be frequently damaged or lost by injuries, incurring small permanent manipulation or movement speed penalties, though it's usually less of an inconvenience than losing a full limb.



* FluffyTamer: Pawns that get an Inspired Taming buff will get a 100% success rate on their next taming attempt. This includes thrumbos and megasloths, which are giant animals that hit like a truck when angered and have an ''extremely'' low chance of being tamed by normal means.

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* FluffyTamer: Pawns that get an Inspired Taming buff will get a 100% success rate on their next taming attempt. This includes thrumbos and megasloths, which are giant animals that hit like a truck when angered and have an ''extremely'' low chance of being tamed by normal means.means (however, they will not be able to tame animals that require a minimum skill level to train if they are under the required skill level, even with the buff).



* HungryJungle: Jungle biomes are always hot, and colonists have a much higher risk of infection from various diseases. They're also usually home to dangerous wildlife.

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* HungryJungle: Jungle biomes are always hot, and colonists have a much higher risk of infection from various diseases. diseases (made much worse by the fact healroot does not grow natively in the jungle biome). They're also usually home to dangerous wildlife.wildlife.
* IAteWhat: Cooking meals with insect meat or human flesh will apply a mood debuff on top of the buff given by a fine or lavish meal. For insect meat this is a relatively small -3 mood debuff, but a meal cooked with human flesh gives a large -15 mood debuff that completely supplants the mood buff given by a fine meal (+5) or lavish meal (+12), unless the person that eats the meal has the Cannibalism trait, in which case they get a +15 mood buff on top any meal buff.



* OffscreenVillainDarkMatter: During the late-game, it's possible to attacked by raider groups hundreds strong. Where they get all this manpower, never mind somehow recover from all of them being slaughtered to keep raiding you over and over, is a complete mystery, because, not only are raider actions AlwaysChaoticEvil, if you choose to attack the same raider groups at ''their'' bases, they generally only have a dozen people or so milling around.



* OrangeAndBlueMorality: The archotechs. Their mentalities are so alien and their goals so incomprehensibly vast that no human can comprehend how they make decisions. Sometimes they'll create infinite-energy batteries and artificial body parts that augment the user to superhuman strength and agility and then scatter these creations across the cosmos for people to use, other times they'll unleash horrifying monsters and emit angry psychic waves to try and drive entire planets insane from star systems away. Why? No one knows.

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* OrangeAndBlueMorality: The archotechs. Their mentalities are so alien and their goals so incomprehensibly vast that no human can comprehend understand how they make decisions. Sometimes they'll create infinite-energy batteries and artificial body parts that augment the user to superhuman strength and agility and then scatter these creations across the cosmos for people to use, other times they'll unleash horrifying monsters and emit angry psychic waves to try and drive entire planets insane from star systems away. Why? No one knows.


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** Power conduits always have a small chance of randomly short-circuiting and causing a fiery explosion. This is normally a small flareup, but it grows in size depending on how many batteries are connected to the conduit. Have enough batteries with energy stored up and it will cause an explosion so massive that even the info text will be stunned.
--->''"That really is a big explosion. Wow."''
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* MundaneSolution: The [[ArtifactOfAttraction golden cube]] event from the ''Anomaly'' DLC is one of the nastiest events in the expansion: you unwittingly take charge of a mysterious cube that enthralls people into becoming obsessed the more time they spend with it. Getting rid of the thing requires many days of research, all while productivity slowly grinds to a halt as more people grow attached to the cube, spending all their time playing with it or making art of it. And once you do manage to find out how to destroy it, anyone obsessed with it immediately flies into a murderous rage once you do so, requiring you to beat down or drug your own colonists into submission. ''Or'' you could shove it into a DropPod and launch it into a random corner of the wilderness, and all that happens is whoever gained obsession with it goes into an AngstComa of varying length. Hell, it doesn't even have to be that fancy; you can also make a caravan of non-obsessed pawns and tell them to dump it by the side of the road somewhere. If you get rid of the thing as soon as it appears, you'll only have one catatonic pawn for three days.
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* DeliberateValuesDissonance: Due to the harsh conditions of the [=RimWorld=], slavery is usually considered a perfectly justified and normal thing rather than [[SlaveryIsASpecialKindOfEvil the atrocity it is on modern Earth]]. The ''Ideology'' expansion lets you further customize your values into something as dissonant as you want.

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