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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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