// Management · RimWorld Mod
Pacifist Faction
Pacifist Faction Not everyone on the rim is out for blood.
Pacifist Faction
Not everyone on the rim is out for blood. Pacifist Faction adds a peaceful, town-like faction of ordinary people who just want to live their lives — raise their families, trade with their neighbours, and be left alone. They will never raid you. Their settlements aren't the usual scatter of huts either: they're proper hand-built towns, with family homes and apartments, a communal square, a little police station, workshops, and a light perimeter with maybe a couple of mini-turrets. These are working-class folk with gunpowder-era tech and only a modest guard force — a handful of rifle-armed police to protect a town full of families who would much rather hide than fight. Each town is a living community: married couples in their own homes, children and teenagers tied to their real parents, babies in the nursery, a mayor, and a small police force — even a believable web of friendships and the odd rivalry.They act like people, not soldiers
This is the heart of the mod. Attack a normal settlement and everyone charges you. Attack this one and the town behaves the way real people would:- Civilians hide indoors, retreating to their own homes.
- Parents carry their babies out of the nursery to safety.
- Police patrol a wide beat and open fire on raiders on sight — but hold their ground to defend the town rather than charging out to their deaths.
- Guards don't abandon their own — they drag downed townsfolk and fellow officers back to the guard shack, where an officer tends the wounded with the medicine every guard carries.
- Wounded officers either grit their teeth and keep fighting or, if their nerve breaks, fall back to the guard shack — depending on their temperament.
- Cornered civilians make a split-second choice — a brave few fight, most simply run.
- When the town is finally overrun, the survivors flee for the map edge and scoop up nearby children on the way out.
So... are they friends or loot?
That's entirely up to the kind of person you are. To a benevolent governor, this is a friendly neighbour to trade with, ally with, and protect. To a hardened raider, it's a town full of families, an unlocked door, and a turret or two — basically a piggy bank that says please. The mod doesn't judge you. The townsfolk, on the other hand, absolutely will, right up until they grab the kids and run.Defend their new home
Earn their trust and become allies, and they may come to you with a defense contract. The settlers have founded a new township on the frontier, but word of an incoming raid has reached them before their defences are ready — and they're asking for your help. Travel out to the new site and hold it through the attack. It's a simple walk-in raid, no drop pods, so there's no wild collateral — the townsfolk shelter inside while their police fight at your side. Keep the civilians alive; lose too many and the contract fails. See them through it and you're paid in silver dropped straight to your colony — and the settlers stay for good, their new township becoming a permanent settlement on your world map, just like any of their other towns.Details
- Biotech enables the children and babies; without it, those slots become extra adults.
- Ideology gives the town a gentle, peaceful ideoligion; without it, classic beliefs are used.
- Combat Extended is fully supported.
- None of these DLCs are required — the mod adapts to whatever you have.
- A Debug mode toggle (off by default) lives in Mod Settings for detailed logging.
FAQ
Will this faction ever raid me? No — never. It has no combat raid group at all, so the storyteller can't pick it to attack you. It can send trade caravans, visitors and (once you're allied) a defense-contract quest, but it will never march an army to your gates. What's the performance impact? Very light. The heavy lifting — building a town and populating it with families — happens only once, when a town map is first generated (i.e. when you attack or visit one). There is no constant background processing: the faction adds no per-tick world scanning, and the custom town AI only runs on a town map while you're actually on it. On the world map it behaves like any vanilla faction. If you never visit their towns, the cost is effectively zero. Is it safe to add to an existing save? Yes. New towns appear on newly generated worlds, and the faction only ever affects its own settlements. Removing it mid-save is not recommended (as with any faction mod). Do I need the DLCs or Combat Extended? No. Biotech adds the children and babies, Ideology gives a gentle peaceful ideoligion, and Combat Extended is fully supported — but each is optional and the mod adapts to whatever you have. Towns that use CE embrasures fall back to plain walls and fences without it. The towns look different each time? There are several hand-built town layouts (family houses, a school, a jail with prisoners, apartments, a nursery, a police station), chosen at random, so no two towns are identical. Is it compatible with faction-behaviour mods? Yes — the pacifist faction is explicitly kept passive and in-lore alongside:- Rim War — registered as Excluded, so it never raises warbands, settlers or scouts.
- World Domination and World Domination 2.0 — excluded from world wars and diplomacy, so it won't declare or be dragged into wars.
- Evolving Enemy Strongholds — opted out of strongholds, base command, scouting and special forces.
- Faction Evolution — this faction can't evolve; it stays exactly as designed.
- Vanilla Base Generation Expanded — its generator won't override the hand-made towns.
- Vehicle raid frameworks — since this faction never raids, it produces no (vehicle or otherwise) raids and won't interfere with other factions' raids.
- CAI 5000 — enhances everyone's combat, including the town guards, so they take cover and shoot smarter while still defending rather than charging.
- Smarter Raider AI — makes the raiders who attack the towns (and your defense-contract sites) genuinely cleverer opponents. The town's own defenders run on their custom guard AI.
- Common Sense — affects your colonists, not the town, so there's no conflict.
Requires Harmony and Vanilla Expanded Framework, loaded before this mod. Safe to add to an ongoing save — new towns appear on newly generated worlds, and the faction only ever affects its own settlements.