Tribes

Tribes are nominally neolithic tech level factions, however in reality they field equipment from the medieval level as well. There are three types of tribes in the base game: the gentle tribe, which start out neutral, the fierce tribe, which start out hostile but can be befriended, and the savage tribe, which are permanently hostile. There are two additional tribe variants included with the Ideology DLC: the cannibal tribe, a permanently hostile tribe obsessed with eating human meat, and the nudist tribe, a tribe that starts out neutral and does not like to wear clothing. The Biotech DLC also adds a subtype to the fierce tribe, the fierce neanderthal tribe, and a subtype of the savage tribe, the savage impid tribe.
People from this faction are usually very hard to recruit (difficulty 80+) unless you are also a tribal faction, though it is possible to do so. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. They can easily overwhelm your defenses. The advised way of dealing with them is using area of effect weapons such as the Doomsday rocket launcher or Frag grenades. Fast firing weapons such as the minigun and the heavy SMG are also suggested.
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.
== Lore ==
"These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness." - In-game description
Tribal faction leaders are called the "Chief".
=== Names===
The name of the Tribal factions vary from game to game, but follows one of several patterns:
*[Tribal Word] [Tribal Political Union]
*The [Tribal Word] [Tribal Political Union]
*The [Color] [Terrain Feature] [Tribal Political Union]
*[Tribal Political Union] of [Tribal Word]
*The [Color] [Animal] [Tribal Word]
*The [Tribal Political Union] of the [Terrain Feature]
Where:
* [Animal] and [Terrain Feature] are one of 179 and 48, respectively, different common nouns of that category. E.g. Condor or Valley. They are not listed due to length.
* [Tribal Word] is one of 89 words which appear to be, in part or totally, of Galician origin - a Romance Language spoken predominantly in Galicia, Spain. E.g. Abeneiro, meaning a Black Alder tree, or Miñoca, meaning Earthworm. They are not listed due to length.
*[Color] and [Tribal Political Union] are replaced by one of the following:
Part 	Word 	 	 	 	 	 	 	 	 	 	 	 	
[Tribal Political Union]	Union	Nation	Confederacy	Confederation	Alliance	Kin league	Covenant	Treaty	Pact	Coalition	Kinship	People	Tribe
[Color] 	Red 	Blue 	Green 	Purple 	Black 	White 	Gray 	Orange	 	 	 	 	
Examples: 
* Cambiar Kin League
* The Black Mesa Commonwealth
* The Blue Boomrat Tribe
Many players underestimate tech levels of Tribes. In practice, it seems to be closer to early Medieval - since Tribes were sometimes using weapons made of metal, can make Visage mask out of metal, and their chiefs are wearing Plate armor. Considering what metal things are rare among Tribesmen, it seems what metal things are rare and expensive.
==Variants==
There are three primary types of tribes, two additional variants added by the Ideology DLC and two variants added by the Biotech DLC . The primary tribes differ in their description and their relations with player and other factions, but are otherwise identical.
=== Gentle tribe ===
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.
=== Fierce tribe ===
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.
In 1.0 or earlier, they used to be known as savage tribes.
=== Savage tribe ===
Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile, similar to pirates. It replaced the second pirate faction.
=== Cannibal tribe ===
Cannibal tribes will always have the Cannibal Meme. Their goodwill is locked at -100, and will always remain hostile.
Ideoligion:
* Cannibal required
* Nudism disallowed
* Blindsight disallowed
* Animal personhood disallowed
=== Nudist tribe ===
Nudist tribes will always have the Nudism Meme. They always start off neutral, with a natural goodwill range from -50 to 50.
Nudist tribe faction bases will preferentially spawn in temperate areas, with them being all but absent in colder climates.
Ideoligion:
* Nudism required
=== Fierce neanderthal tribe ===
With Biotech enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the Xenotype "Neanderthaler".
==== Pawn Groups ====
Pawn Groups 	Commonality	Options
Combat: Normal fights, ranged with melee mix-ins 	100 	% Penitent% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Combat: Normal fights, melee only 	150 	% Penitent% Warrior% Berserker% Archer chief
Combat: breach-capable fights, breachers plus ranged with melee mix-ins	5 	% Breacher% Penitent% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Peaceful 	- 	% Warrior% Tribal child% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Trader 	- 	% Trader% Muffalo% Dromedary% Alpaca% Elephant% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker
Settlement 	- 	% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Settlement_RangedOnly 	- 	% Archer% Tribal hunter% Tribal heavy archer% Berserker chief% Archer chief
Miners 	1 	100% Miner (Tribal)
Hunters 	1 	100% Tribal hunter
Loggers 	1 	100% Logger (Tribal)
Farmers 	1 	100% Farmer (Tribal)
=== Savage impid tribe ===
With Biotech enabled, the Impid Tribe is available as a subtype of the savage tribe. Members of this faction will always be of the Xenotype "Impid".
==== Pawn Groups ====
Pawn Groups 	Commonality	Options
Combat: 	100 	% Impid tribal penitent% Impid tribal warrior% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Combat: 	60 	% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker chief
Combat: 	60 	% Impid tribal penitent% Impid tribal warrior% Berserker% Archer chief
Combat: 	5 	% Breacher% Impid tribal penitent% Impid tribal warrior% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Peaceful 	- 	% Impid tribal child% Tribal child% Impid tribal warrior% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Trader 	- 	% Trader% Muffalo% Dromedary% Alpaca% Elephant% Impid tribal warrior% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker
Settlement 	- 	% Impid tribal warrior% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker% Berserker chief
Settlement_RangedOnly	- 	% Archer% Impid tribal archer% Tribal hunter% Impid tribal hunter% Tribal heavy archer% Berserker chief
Miners 	1 	100% Miner (Tribal)
Hunters 	1 	50% Tribal hunter50% Impid tribal hunter
Loggers 	1 	100% Logger (Tribal)
Farmers 	1 	100% Farmer (Tribal)
==== Pawn Kinds ====
== Pawns ==
Tribal pawns will always have backstories from the "Tribal" category. Tribal fighters are typically weak but expendable. They never carry silver or medicine. They carry pemmican as food.
=== Pawn Groups ===
Pawn Groups 	Commonality	Options
Combat: Normal fights, ranged with melee mix-ins 	100 	% Penitent% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Combat: Normal fights, ranged only 	60 	% Archer% Tribal hunter% Tribal heavy archer% Berserker chief
Combat: Normal fights, melee only 	60 	% Penitent% Warrior% Berserker% Archer chief
Combat: breach-capable fights, breachers plus ranged with melee mix-ins	5 	% Breacher% Penitent% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Peaceful 	- 	% Warrior% Tribal child% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief% Archer chief
Trader 	- 	% Trader% Muffalo% Dromedary% Alpaca% Elephant% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker
Settlement 	- 	% Warrior% Archer% Tribal hunter% Tribal heavy archer% Berserker% Berserker chief
Settlement_RangedOnly 	- 	% Archer% Tribal hunter% Tribal heavy archer% Berserker chief
Miners 	1 	100% Miner (Tribal)
Hunters 	1 	100% Tribal hunter
Loggers 	1 	100% Logger (Tribal)
Farmers 	1 	100% Farmer (Tribal)
=== Pawn Kinds ===
=== Xenotypes ===
The table below describes the chance for a given pawn from each faction being one of the xenotypes added by the Biotech DLC. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
== Raids ==
== Faction bases ==
==Version history==
* 0.18.1722 - Hunter, Heavy archer, and Berserker pawn kinds added. Integrated new tribal equipment into existing pawn kinds.
* 1.1 - Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
* 1.3.3069 - Fix: Cannibal tribes can sometimes generate without cannibal precept.
* 1.3.3087 - Fix: Savage Tribe shows what it will buy.
Category: Factions