Scenario system

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The scenario system allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).
==New Tribe vs New Arrivals==
Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:
*New tribes: Inherited by the "Lost Tribe" default scenario, and selectable in the scenario editor.
*New arrivals: Inherited by the "Crashlanded", "Rich Explorer", and "Naked Brutality" default scenarios, and selectable in the scenario editor.
There are some significant differences between the New Tribe and New Arrivals scenarios. 
=== Research ===
The most significant difference is the starting research and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.
Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research points required by new tribes by per level for technologies above Neolithic, capped at 200% (Industrial). Note that most techs on the research tree are classified as Industrial or higher.
Starting Research	Starting Research
New Tribe 	New Arrivals
* Passive Cooler
* Tree Sowing
* Recurve Bow
* Psychoid Brewing
* Pemmican	
* Passive Cooler
* Stonecutting
* Complex Clothing
* Complex Furniture
* Electricity
* Air Conditioning
* Nutrient Paste
Project tech level	Research cost multiplier	Research cost multiplier
Project tech level	New Tribe 	New Arrivals
Neolithic 	100% 	100%
Medieval 	150% 	100%
Industrial 	200% 	100%
Spacer 	200% 	100%
Ultra 	200% 	100%
===Other differences===
New Tribe 	New Arrivals
Can build the Hoopstone ring, (Rec Power: ) 	Can build the Horseshoes pin, (Rec Power: )
Can build the Game-of-Ur board, (Rec Power: ) 	Can build the Chess table, (Rec Power: )
Starting pawns:
* Have backstories from the "Tribal" category, which have the Natural meditation focus. This allows most tribals to meditate at the Anima tree.
** 3 player created backstories lack the natural mediation focus but can appear as possible starting pawns. These include:
***Samantha 'Sam' Haxton's Ranger Child
***Valentin 'Val' Anastasi's Mad scientist
***Christian 'Wolle' Alberts's Gamer Fanatic
** Any children of a tribe also gain the natural meditation focus, unless Vatgrown for enough time.
* Have a 2% chance to have one of the following artificial body parts:	Starting pawns:
* Have backstories from the "Offworld" category. 
* Have a 3% chance to have one of the following artificial body parts:
Recruitment difficulty increased by for the factions: 
* Outlanders
* Pirates	Recruitment difficulty increased by for the factions: 
* Tribals
Tribals forage 70% more food while traveling. See Caravan for details.	
Can craft the tribal headdress and war mask 	
 	
Allows the Drum party Ritual 	Allows the Dance party Ritual
=== Starting Memes ===
 
In addition to the above, some memes affect the starting scenario in one or more ways.
Meme 	Starts with tech 	Allows to Build 	Others
Blindsight 	- 	- 	Pawns will start blinded
High life 	- 	AutobongMindbend carpet 	-
Pain is virtue 	- 	Slab bedSlab double bed 	Starting Pawns will have scars. Though its memes, nullifies:
* "Ate without table -3"
* "Slept outside -4"
* "Slept on ground -4"
* "Soaking wet -3"
* "Slept in the cold -4"
* "Slept in the heat -4"
Transhumanist 	- 	Hex carpetHex tileNeural superchargerSleep accelerator	-
Tree connection	Tree sowing 	- 	Though its memes, nullifies:
* "Ate without table -3"
* "Slept outside -4"
* "Slept on ground -4"
* "Soaking wet -3"
* "Slept in the cold -4"
* "Slept in the heat -4"
Tunneler 	Stonecutting 	Fungal gravel 	Grants the Small spaces meme.
Bloodfeeding 	ElectricityDeathrest	- 	-
==Default Scenarios==
These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of 'blood machines'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.
Here are the four scenarios listed in order as shown in game:
 	Crashlanded 	Lost Tribe 	The Rich Explorer 	Naked Brutality
Summary 	Three crashlanded survivors - the classic RimWorld experience. 	Five lost tribespeople attempt to rebuild. Difficult. 	One rich explorer out to experience the universe. Extra difficult. 	Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair.
Description 	The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.	Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.	People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.	You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
Description 	The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.	Note: Since you'll start poor and research slowly, this is a difficult scenario. 	Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. 	Warning: There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason.
Scenario Type 	New Arrivals 	New Tribe 	New Arrivals 	New Arrivals
Starting pawns 	Start with three people, chosen from eight
* Arrive in drop pods
* 50% chance of having cryptosleep sickness (Only lasts 3.2 to 4.8 in-game hours)
* All potential options will have backstories from the "Offworld" category.	Start with five people, chosen from eight
* They have a 50% chance of starting with malnutrition
** Severity ranges from 20% (minor) to 40% (moderate)
* They will have a 'food' need between 0-10%
* All potential options will have backstories from the "Tribal" category.	Start with one person, chosen from eight
* Arrive in drop pods
* All potential options will have backstories from the "Offworld" category. 	Start with one person, chosen from eight
* All potential options will have backstories from the "Offworld" category.
Starting Pet 	One random pet, which will be bonded to a random colonist 	3 random pets
* Has a 100% chance of being bonded with random colonists
* Has a 100% chance of being bonded with the starting colonist 	One random pet, which will be bonded to the starting colonist 	None
Starting Techs 	
* New Arrival Package 	
* New Tribe Package 	
* New Arrival Package
* Smithing
* Machining
* Gunsmithing
* Blowback Operation
* Gun Turrets 	
* New Arrival Package
Starting Supplies	
* 800 silver
* 50 packaged survival meals (around 8 days worth of food)
* 30 components
* 30 medicine 	
* 200 silver
* 400 pemmican (slightly more than 2 day's worth of food, 300 pre-Beta 19)
* 20 herbal medicine 	
* 2,000 silver
* 40 packaged survival meals (around 20 days worth of food)
* 30 components
* 30 glitterworld medicine
* 30 gold 	
* No supplies
Starting Supplies	Nearby building materials
* 450 steel
* 300 wood 	Nearby building materials
* 500 wood 	Nearby building materials
* 450 steel
* 300 wood 	-
Starting Supplies	Various resources scattered around the map
* 3 ship chunks
* 720 steel
* 7 packaged survival meals 	- 	- 	1 to 2 steel slag chunks from the drop pod.
Others 	Start with three normal-quality weapons
* 1 bolt-action rifle
* 1 revolver
* 1 plasteel knife
Start with three pieces of armor (in addition to synthread clothes)
* 1 plasteel flak helmet
* 1 flak pants
* 1 flak vest	Start with 6 weapons
* 2 short bows
* 1 bundle of pila
* 1 wooden club
* 1 steel ikwa
* 1 Jade knife (unique item to this scenario only) 	
Start with a high-tech weapon
* 1 charge rifle 	Colonist arrives naked
 	The Mechanitor 	The Sanguophage
Summary 	One mechanitor and a few servant mechanoids. 	One crashlanded sanguophage needing blood to survive, and one human colonist.
Description 	You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!	When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.
Description 	Note: Since your starting character will lack some skills, this is a difficult scenario. 	Note: Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario.
Scenario Type 	 	
Starting pawns 	Start with one person, chosen from eight
* They will always be a mechanitor
* Forced trait: Recluse
* Forbidden traits: Body purist, Psychically dull, Psychically deaf
* They will always be capable of Intellectual
* They will always be equipped with:
** 1x Flak vest
** 1x Duster
** 1x Button-down shirt
** 1x Pants
** 1x Airwire headset
** 1x Masterwork Biocoded Autopistol
* Arrive in drop pods
* All potential options will have backstories from the "Offworld" category.	Starts with 2 persons:
* One adult/children sanguophage and one baseliner colonist of any age.
* Arrive in drop pods
Starting Mechanoids	
* 1 Lifter
* 1 Constructoid 	-
Starting Techs 	
* New Arrival Package
* Microelectronics
* Basic mechtech
* Battery 	
* New Arrival Package
* Deathrest
Starting Supplies 	
* 1,000 silver
* 40 packaged survival meals (around 20 days worth of food)
* 55 components
* 10 medicine
* 100 plasteel
* 900 steel
* 300 wood
* 5 Basic subcore 	
* 2,000 silver
* 30 packaged survival meals (around 15 days worth of food)
* 10 components
* 20 medicine
* 100 plasteel
* 200 steel
* 200 wood
* 30 Hemogen pack
* 1 Masterwork Steel Longsword
Others 	The exostrider remains that usually spawn on the starting map will also be disabled. 	-
The Anomaly 	The Anomaly
Summary 	Three researchers and a ghoul investigate an ancient monolith.
Description 	Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
Description 	Note: This is a difficult scenario and is not recommended for new players.
Scenario Type 	
Starting pawns 	Start with one ghoul and three colonists.
* They have a 4% chance of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
* Arrive in drop pods
Starting Techs 	Start with technology already researched
* New Arrival Package
* Security door
* Battery
Starting Supplies	
* 50 packaged survival meals (around 16 days worth of food)
* 100 twisted meat
* 45 medicine
* 45 component
* 1 holding platform
* 1 proximity detector
* 2 normal textbooks
* 1 good tome
* 1 normal pump shotgun
* 1 normal Steel knife
* 1 shard
* 2 turret packs
* 100 bioferrite
* 250 wood
* 800 steel
* 70 plasteel
* Various resources scattered around the map
** 5 ship chunks
** 700 steel
Others 	
* After 12-15 days, a ghoul transport pod crash incident will occur.
* The monolith is activated from the start
== Scenario editor ==
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.
=== Edit mode ===
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.
==== Mandatory parts ==== 
Part name 	Description 	Possible inputs
Title 	The title for the scenario. 	Text
Summary 	A short version of the description for the scenario. 	Text
Description 	The description for the scenario. 	Text
Player faction 	The type of faction you will run. (changes what research you have and don't have) 	New ArrivalsNew Tribe
Starting people	The number of people you will start with. 	Number (max 10)
Starting people	The number of people you will start with and what kind of xeno races. (More can be added)	Number (max 10)RacetypeRequired? (Cannot go below 1)
Arrival method 	How your colonists will arrive. 	StandingDrop pods
==== Voluntary parts ====
Part name 	Description 	Possible inputs
Allowed age range 	The biological age range of your starting colonists. 	Number slider (min 15, max 120)
Characters explode on death 	Self explanatory. Number determines radius. 	Number (max 1000000000) and type of explosion (bomb or flame)
Create incident 	Creating of an incident for the colony, with the option to repeat every X days. 	Number (max 1000000000)Repeat checkbox
Disable exostrider remains 	Disable chance of exostrider remains showing up. Recommended not to start without Mechanitor as this disables the ability to get the required implant for Mechanoid control.	None (Only can be added once)
Disable incident 	Disabling of an incident for the colony. 	Any incident
Disallow building 	Disallows a building from being built. 	Any building
Forced health condition 	Forces the characters specified to have a specific health condition. 	Type of health conditionSeverity of the conditionChance for having the conditionWho will have the condition
Forced trait 	Forces the characters specified to have a specific trait. 	TraitChance for having the traitWho will have the trait
Game start dialog 	Text shown at the start of the game 	Text
Naked 	Chance of colonists or planet inhabitants being naked 	Chance of nudityWho will be naked
Permanent game condition 	Forces the world to have a constant planetary effect 	Game condition
Permanent map condition 	Forces the map to have the specified map condition permanently on 	Map condition
Planetkiller weapon incoming	Makes the game end after a specified amount of days 	Number (max 1000000000)
Scattered randomly 	Makes the game scatter the specified items randomly around the map. 	ItemNumber (max 100000000000)
Set need level 	Sets the starting level of need until the characters can restore themselves. 	NeedSeverity of needChanceWho the need is applied to
Start near 	Makes the game spawn the specified items near your starting location. 	ItemNumber (max 100000000000)
Start with 	Makes the game drop the specified items to your starting location. 	ItemNumber (max 100000000000)
Start with animal(s) 	Makes the game start you with the specified animals as pets. 	Number (max 100000000000)Animal
Start with mechanoid 	Makes the game start you with the specified controllable mechanoids 	Number (max 100000000000)Mechanoid
Start with research 	Makes the game start you with the specified research. 	Research
Stat multiplier 	The multiplier for Stats 	Number (max 10000)
These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.
== Version history ==
* 0.12.906 - Colonies now start with a pet.
* 0.14.1234 - Scenario system added. The previous default experience is now the Crashlanded scenario.
* 0.19.2009 - Naked Brutality scenario added.
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50. 
* 1.4.3527 - Fix: Scenario text cut off if tiny text is disabled.
* 1.4.3555 - Fix: You can start as a psychically deaf mechanitor. 
* 1.4.3563 - Fix: Children generated at tribal game start don't have natural meditation focus.
* 1.5.4069 - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. Also increased number of packaged survival meals from 45 to 50. 
Category:RimWorld game