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Hello everyone and welcome to a brand new development blog. This time, we will be focusing on our up and coming Vanilla Factions Expanded - Tribal mod, and what you can expect from it!

Below you can see the brief description of what the mod will offer.

Venture into the heart of primitive survival with Vanilla Factions Expanded - Tribals. Starting as unsophisticated wild men with nothing but fire at your disposal, face the harsh reality of the wilderness as you strive to form a new tribe. Experience the crucial tribal gatherings that unlock a pathway from basic doctoring to crafting simplistic weapons, all the way to unlocking the essence of culture, ideology, and beyond.

As you painstakingly progress through tech levels, cornerstone points become your vessel to choosing an ethos for your faction, granting notable enhancements to your people’s capabilities. The added challenge of survival makes every technological advancement feel like a monumental achievement.

This mod introduces new weapons, such as stakes and throwspikes, alongside communal structures like large fires and sitting spots, enriching both your early and endgame experience. Your journey from mere survival to ultratech advancements unfolds a narrative filled with trials, unity, and the essence of civilization.

Generally, when we were designing the mod, I had a few points I wanted to tick off:

Ensure the mod offers some content for the Tribal stage of the game, while remembering that Classical also serves as a sort of Tribal faction expansion.

While Classical introduces late neolithic technologies, have Tribals mod focus on early neolithic theme.

Introduce a way to advance through tech eras, as well as some permanent bonuses for those that choose to advance through tech eras.

Introduce a way to start the game with less than nothing, and have the player work to unlock even the most basic things, such as hunting and farming.

The mod should be small so that we may release it in time for Mr Samuel's new Generations series.

This in turn lead to some very interesting mod design. I started off by working on the Wild men start.

NEW GATHERING

Summary: A group of wild people trying to form a tribe. A classic Vanilla Factions Expanded - Tribal experience.

Description: Your small group has discovered fire, a stepping stone towards forming a tribe. Fire offers warmth, safety, and a chance to develop further. Yet, dangers abound in the wild, unknown world around you. You will have to learn how to perform basic tasks - from hunting and sowing, to doctoring and research. Work your way towards forming a tribe that can stand the test of time.

\n\nWarning: You start without the ability to do basic tasks, such as sowing, doctoring and hunting - it is extremely difficult and anything can end your run.

Player starts standing in the middle of the map.

Following items are scattered in the middle of the map

220 Wood

You pick 3 people from 5.

All pawns are Wild men.

This new starting scenario meant you start at the Animal tech level. RimWorld has following tech levels hardcoded:

Animal - Neolithic - Medieval - Industrial - Spacer - Ultra - Archotech.

Normally, when you start as a new tribe, you start at Neolithic tech level. We've made it so when you start as New Gathering, you start at Animal tech level.

Obviously that meant we need to design some new tech projects that you unlock in the Animal stage of the game. Before you ask: If you start as any other starting scenario, those will be automatically unlocked. They only need to be researched when you start as Wild men.

Lets take a look at what research we're adding.

Research Projects

This mod involves quite a number of new research projects for the Wild Men starting scenario. These research projects, however, are always fully researched for every starting scenario except the Wild Men starting scenario.

This means that if a player chooses to play Crashlanded, or any other modded scenario, below research projects will always be fully researched to begin with.

FIRE

Unlock the capability to utilize and manage fire for various purposes. Unlocks firefighting job.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: N/A

Bench required: N/A

Unlocking this research project:

Enables Firefighting job

Enables construction of Campfire

Enables construction of Large Fire

Enables construction of Torch lamp, Darktorch, Fungus darktorch

AGRICULTURE

Learn to grow various staple crops. Unlocks growing job.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Fire

Bench required: N/A

Unlocking this research project:

Enables Grow job

Enables Growing zone gizmo

Enables growing: Rice plant, Potato plant, Corn plant, Cotton plant, Haygrass, Strawberry plant, Toxipotato plant

Enables construction of Plant pot

If Vanilla Plants Expanded is found:

Enables Tilled Soil gizmo

If Vanilla Plants Expanded - Mushrooms is found:

Enables Mushroom growing zone gizmo

CULTIVATION

Expand crop variety with more specific, difficult to grow plants, such as smokeleaf or psychoid plant.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Agriculture

Bench required: N/A

Unlocking this research project:

Enables growing: Hop plant, Smokeleaf plant, Psychoid plant, Nutrifungus mushroom, Fibercorn, Tinctoria

If Vanilla Plants Expanded - More Plants is found:

Enables Water growing zone gizmo

Enables Sand growing zone gizmo

If Vanilla Furniture Expanded - Farming is found:

Unlocks construction of: VFE_PlanterBox, VFE_PlanterBox_Tilable

MEDICINE

Introduce basic medical care and herbal treatment methods. Unlocks doctoring and patient jobs.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Cultivation

Bench required: N/A

Unlocking this research project:

Enables Doctoring job

Enables Patient job

Enables Healroot as a growable crop

ANIMAL HANDLING

Acquire the knowledge to manage, tame, and accommodate animals. Unlocks handing job, as well as animal taming and slaughtering.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Fire

Bench required: N/A

Unlocking this research project:

Enables Handling job

Enables construction of Fence, Fence gate, Animal flap

Enables construction of Animal sleeping box, Animal bed

Enables construction of Pen marker, Egg box

Enables Tame gizmo

Enables Slaughter gizmo

If Vanilla Fishing Expanded is found:

Enables Fishing job

Enables Fishing zone gizmo.

MINING

Develop methods to extract resources from the earth using force. Unlocks mining job.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Fire

Bench required: N/A

Unlocking this research project:

Enables Mine job

Enables Mine gizmo

Enables Smooth surface gizmo

CONSTRUCTION

Learn the absolute basic techniques of building and structural design. Unlocks the ability to build walls and roofs.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Mining

Bench required: N/A

Unlocking this research project:

Enables Deconstruct gizmo

Allows Build Roof area gizmo

Unlocks construction of Wall, Door, Column, Bridge

Allows Remove bridge gizmo

Allows Remove floor gizmo

Unlocks construction of Wood floor, Flagstone floor, Strawmatting

Unlocks construction of Barricade, Sandbags

Unlocks construction of Fueled Stove

If VFE - Settlers is found:

Unlocks construction of: DoorSaloon, Post,

If Vanilla Furniture Expanded - Architect is found:

Unlocks construction of: VFEArch_SingleDoor, VFEArch_SingleDoor_Flipped, VFEArch_AnimalGate, VFEArch_BridgeSteel, VFEArch_LogWall, VFEArch_PicketFence, VFEArch_LowFence, VFEArch_HedgeWalll, VFEArch_FineWall, VFEArch_FineWoodenFloor, VFEArch_Grass, VFEArch_LawnPlot, VFEArch_WoodenParquetBase, CobblestoneBase

If Vanilla Furniture Expanded - Security is found:

Unlocks construction of: VFES_CavalrySpikes

FURNITURE

Introduce basic furniture crafting for improved living conditions.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Construction

Bench required: N/A

Unlocking this research project:

Enables construction of Crib, Bedroll, Double bedroll, Table (1x2), Table (2x2), Table (2x4), Table (3x3), Stool

Enables construction of Hoopstone ring, Game of Ur board

If Vanilla Furniture Expanded is found:

Unlocks construction of Bed_StoneSlab, Seat_Cushion

TRIBALWEAR

Learn to craft traditional tribal attire for various purposes.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Fire

Bench required: N/A

Unlocking this research project:

Allows crafting Tribalwear

Allows crafting Kid Tribalwear

Allows crafting Veil

Allows crafting Tribal headdress

Allows crafting war mask

Allows crafting light tribalwear

Allows crafting heavy tribalwear

Allows crafting war tribalwear

HUNTING

Establish methods for effective hunting and resource processing. Unlocks hunting job and allows you to craft throwspikes.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Fire

Bench required: N/A

Unlocking this research project:

Enables Hunt gizmo

Enables Hunt job

Allows crafting Throwspikes

Allows construction of Animal trap

Enables construction of Spike trap

Enables construction of Butcher spot

Enables construction of Butcher table

WEAPONS

Introduce basic weaponry for defense against enemies.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Hunting

Bench required: N/A

Unlocking this research project:

Allows crafting Club

Allows crafting Knife

Allows crafting Stake

BOW

Unlock the ability to craft the staple of ranged combat - a short bow.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Weapon

Bench required: N/A

Unlocking this research project:

Allows crafting Short bow

If Vanilla Factions Expanded - Medieval is found:

Unlocks construction of VFEM_ArcheryTarget

CULTURE

Unlock the ability to conduct research, as well as develop ideological thoughts. Unlocks intellectual job.

Research cost: 50

Tech level: Animal

Research Tab: Basics

Required research: Medicine, Tribalwear, Furniture, Animal handling, Bow

Bench required: N/A

Unlocking this research project:

Allows construction of Simple research bench.

Enables intellectual job

If Ideology DLC is present: Unlocks the ideology the player has selected and all the thoughts and constructions related to it. Until this research project is done, Ideology system does not affect the player in any way.

Unlocks construction of Art bench

That's right. These research projects unlock specific job types. This does quite literally mean that if your caveman gets scratched and doesn't have Doctoring researched, they will be unable to tend themselves. This makes the game much, much harder, but fear now, the gathering stage of the game has a focus on getting a lot of new wild men joining your tribe.

But how do you do research, you ask?

If the players decide to start their game as a pre-neolithic tribe of wild men, they will immediately encounter a big issue: inability to do research due to the lack of a research table.

In fact, the simple research bench is among the last unlocks in the Animal tech level tree.

Instead, Wild men tribes conduct the research a little bit differently.

TRIBAL GATHERING

Tribal gathering is a new type of ritual that is accessible not just to Animal tribes, but also to standard Neolithic Tribes. This means that the gizmo to start this ritual should be inaccessible to colonies of Medieval tech level and above.

Tribal gathering is a special ritual in which all the colonists meet around the gathering spot (tables are gathering spots, but we also want to include campfire in the mix. We also changed Party spot to be a Gathering spot) to try and develop technology. The amount of research points gained this way is quite negligible in tribal era of the game, however it is essential in the Animal tech level period.

Factors

There is a few factors that have a chance of increasing the strength of a tribal gathering.

Participant count (10): +25%

Started at campfire: +10%

Total intellectual skill (100): +100%

Rewards

There is a variety of different rewards depending on the quality of the tribal gathering. They are listed out below.

Research progress

Each participant will generate [X] research points that will be allocated to random available research projects.

Upon completion of the tribal gathering, an amount of research points is being generated for each of the participants, and then allocated into available research projects at random.

The amount of research points generated depends on the quality of the tribal gathering.

5% Ineffective - 2 Research points per participant

25% Uninspiring - 4 Research points per participant

60% Encouraging - 8 Research points per participant

10% Inspiring - 12 Research points per participant

Wild man joins

A wild man wanders in and decides to join your colony.

A wild man wanders in and immediately joins the colony.

25% chance to occur on Encouraging, 50% chance to occur on Inspiring. Only one additional reward can be selected other than the Research progress.

Farm animals wander in

A group of farm animals will be attracted and join the colony.

A group of tamed farm animals will join from the map edge.

10% chance to occur on Uninspiring, 25% chance to occur on Encouraging, 50% chance to occur on Inspiring. Only one additional reward can be selected other than the Research progress.

This way your early game research will be focused fully on getting as many wild men as you can, and then bringing them all to tribal gatherings to try and figure out new technologies.

That's it for this development blog. Next time we will focus on all the new content this mod adds. It's not massive content-wise, but it adds some really cool early game stuff.

Files

Comments

Oskar Stančiak

Nice. I am looking forward to it. Also I like to see that you acknowledge Mr. Samuel Streamer's schedule and such. It is very nice from you!! May this project be a great success!!

Big Barza

Looking good so far! Perhaps this'll push me to do that low-tech playtrough i've been eyeing for a while.

wilfredo retamal

Finally, Unga Bunga Rimworld. I don't see cooking listed. I take it you'll mostly depend on foraged fruits7berries and others at first yes? I see that butchering and slaughtering are unlocked, so I'm guessing roasted/burned meats are an option eventually?

you tried

Will we be getting the road map here soon for this month? Really wanna see what changes have happened since the ultratech announcement

Chance713

I love how close Mr. Samuel is to the Vanilla expanded team to the point that he has made multiple jokes about you Oskar 🤣

yarilla

This is so cool! I love the early game in Civilization, this mod seems like a perfect addition to Rimworld!

The Dragonborn

So excited for this! I always play tribal solo to ultratech! Every step on that path you add is hundreds of hours of story telling!

Kristian Skistad

Looks awesome, waiting to start a new run until this comes out! What is the criteria to advancing to the next tech level and adding a cornerstone? Can you create custom scenarios with these options?

Raphael Huddy

Definitely going to try a wild woman gauranlenkin playthrough when this comes out.

gb

I feel a new play-through coming on... I'm not sure if it belongs in this or some other mod, but it'd be neat to tie the tribe's history into game mechanics so that things that happened generations ago are still relevant in the game. The kind of things I'm thinking about: - Ideoligion starts with no pre-defined relics. Instead, any Legendary item of appropriate type and age has a small chance of becoming a relic with time and/or use, up to the maximum number allowed. It'd be cool to be playing an ultra-tech colony whose relics are things like the bronze dagger made by the great-great-many-times-great grandpa of the current generation, the weapon that he once used to fight off a manhunting bear, instead of just something randomly generated at game start. - Small bonuses for historical graves. For instance, a grave acquires a small boost to beauty and relaxation for every generation of descendants who've lived in that colony. - Trees that take many years to mature but provide high beauty/meditation/yield once they do, if the colony can protect them that long. - Occasional option to rename map features after dead pawns. Also: it'd be nice to have some way to limit interaction with higher-tech factions early in the game. I'm thinking something similar to the classical/medieval/industrial storytellers you already made, but instead of removing higher-tech factions altogether, keep them inactive until the player passes certain time points or tech points. Or start with all factions at Animal/Tribal, then improve their tech levels over time.

Red Lizard

Should this mod really be a Factions Expanded one, it doesn't seem to change any faction at all.

Adamtomical

Any thoughts on a specific Storyteller for this mod? Maybe one that judges raid and event size based on amount of research done and doesn't take into account wealth or number of pawns? Maybe also has more pawn-added event's sprinkled with complete randomness to kinda simulate the uncertainty of the life our wild people are living in? Since the early game revolves around just having many pawns to get research points, you then will eventually end up with a normal play-through and a bunch of pawns. Just a thought.

TheRealCaptRex

"Mr Samuel's new Generations series" whats that?