RimWorld

RimWorld

What is the "natural enemy" faction good will modifier?
Rough outlanders are already supremacist, which is -50, but then there is a massive - 130 modifier called "natural enemy", which cripples my attempts at making them allies.

And its not just them, its rough pigskin union, fierce neandertals, gentle trible (wtf did i do to them), and everyone, except civil outlander union.

Its ruining my game, everyone is acting like pirates towards me.
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Showing 1-9 of 9 comments
Because you're not necessarily supposed to ally with them.

Faction relations with them will ALWAYS naturally go down over time. That's simply the way the game is designed.
Gentle tribe doesn't normally have that modifier, you likely have a modded faction as your own kind.
Factions that start off hostile but can be allied always have that modifier so over time if you don't put effort into their relationship it'll always go back to hostile
Radiosity Jan 25 @ 10:14am 
The point is that they're hostile factions by default. Hence why they have names like 'rough' outlander rather than 'civil'. You can get on their good side for a time, which can be helpful if you don't want to be raided by them for a while as you deal with another faction or whatever, but they're not going to change their rough ways just because you gave them a few nice gifts.

"Everyone is acting like pirates"

Yes. Because they are. The civil outlanders are the nice guys who are willing to trade and be friends.
Pyresryke Jan 25 @ 11:59am 
It makes no sense for sure, but remember. This is a story sim. That means, uhhh...
Astasia Jan 25 @ 1:37pm 
Originally posted by Pyresryke:
It makes no sense for sure

How does it not make sense? They are natural enemies, it means they dislike you a lot and/or are prone to raiding and would rather send a raiding party at you than a caravan. The game as a "story generator" allows you to somehow with enough effort make peace with them, which is interesting and adjusts the balance of events you get, but if you don't keep sending them "tribute" or doing quests for them they will eventually decide that relationship isn't worthwhile anymore and go back to raiding you.

You have full control over this though, you can disable the rough factions if you like and replace them with more civil factions, or more permanent enemies if that is more your jam.
eMYNOCK Jan 25 @ 1:57pm 
leaving the unbefriendable factions out.. savage tribes and pirates for example...

the natural enemy factions just grew to distrust outsiders... be it being farmed for organs (Pigskin) or being used as low class labor and forced soldiers (Neanderthals) (thats assuming we talk Biotech).

If you put effort into them they can be a great asset and helpfull ally.. if you don't they are a neat way to procure their specific pawns... be it by raiding and taking captives or by defeating who ever might want to raid you.

in sense of not making sense... i made my point earlier in that comment... all the factions do have a certain lore behind them... some consider them self as superieur, to be the ancestrors of what ever caused them to land on this forsaken rimworld or they plain out hate what isn't of their own kind.. or mildly put.. they are plain old racists (yttakin, wasters and impids).
Last edited by eMYNOCK; Jan 25 @ 2:01pm
Every faction has a "natural state" their relations will drift towards if you do nothing. This is almost always lower than your actual relations unless you're actively attacking them (or organ harvesting their travelers.)

This is a sensible part of the story-telling mechanics, however. It represents how goodwill fades over time if you do nothing to maintain it. Remember, just going to a nearby town and pawning off all your addictive drugs, arts and crafts projects, surplus livestock, and harvested lungs gives you + reputation along with your money. Anyone you trade with regularly is going to slam into the 100 relationship cap very quickly. The mechanic of relations sliding to that "natural state" is something like -13 per year, and you can make that much back in one or two caravans even without giving gifts. It simply means that if you completely ignore a faction for several years, they will eventually decide they might as well go back to raiding you because they're not making any money trading with you or otherwise seeing benefits. (And likewise, real-life relationships need to be maintained - you're not still "friends" with a guy you haven't talked to in 10 years.)

It can be more difficult to improve relations with factions that are actively hostile, but there are "peace negotiation" events that fire off every now and then. If you get a good result from those and get them to neutral, then follow up with trade, you can get every faction that isn't permanently locked at hostile friendly with you without even needing to send gifts if you just continue trading every now and then. Alternately, you can heal and release prisoners (without taking their organs) or send them gifts (possibly via flinging them your addictive drugs via pod, which is considered a "goodwill gesture," not "crippling their society with addicts".)
Last edited by Wraith_Magus; Jan 25 @ 3:36pm
When you send a caravan to an enemy settlement, there is an option to give a gift instead of attacking. Pay tribute until you have them neutral and then trade like normal; the "Natural Enemy" thing is in the game so that there will be some factions with a mood that ticks down over time faster than you can normally maintain with trade alone, to encourage you to engage with the quest and gift mechanics.
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Date Posted: Jan 25 @ 5:12am
Posts: 9