// Management · RimWorld Mod

Settlement Services

Settlement Services turns faction settlements into useful destinations instead of places that only trade or fight.

Settlement Services turns faction settlements into useful destinations instead of places that only trade or fight. Visit friendly settlements to buy medical care, training, lodging, and crafted goods.

Service availability depends on each settlement’s technology level, faction, stock, goodwill, and randomly assigned specialties. Prices scale with player's colony wealth and difficulty, while stronger faction relations can reduce the bill.

How it works



Send a caravan with a negotiator to a non-hostile settlement and choose Services. Select a service, its targets, options, and payment. Longer services keep the participant or commission at the settlement until completion; return with a caravan to collect them.

The Services overview tab tracks active jobs and known services across the world.

Available services



Medical

  • Urgent stabilization - Stops immediate death risk for colonists. It makes the patient safe to travel, but does not cure the underlying injury.
  • Urgent veterinary stabilization - The animal equivalent of urgent stabilization.
  • Extended treatment - A five-day treatment plan that cures ordinary injuries and curable diseases, while tending conditions that can only be managed. Long-term rehabilitation also cures addictions.
  • Extended veterinary treatment - Extended care for animals, including optional rehabilitation.
  • Surgery - Installs compatible prosthetics and bionics. The settlement or caravan must provide the required medicine and implant.
  • Veterinary surgery - Installs compatible prosthetics and bionics on animals. Requires a settlement with animal-handling expertise.


Education

  • Skill lesson - Focused tutoring in a chosen skill. Choose brief, standard, or intensive lessons; passions still affect learning normally.
  • Apprenticeship - A longer-term placement with local tradespeople that grants skill experience over several days. More affordable than a Skill lesson, but requires the pawn to spend significantly more time away.
  • Research seminar - Sends a pawn to assist local researchers, advancing an available research project and granting Intellectual experience. Requires a university specialty.
  • Animal training - Teaches an animal any currently valid trainable behaviour. Requires an animal center.


Crafting

  • Crafting commission - Order an item from local crafters. Choose the item, whether you or the settlement provides materials, and the crafter tier. Return later to collect the finished
    commission.


Hospitality

  • Lodging - Book one night, three nights, or a full week of food, rest, and comfort for pawns. Longer stays provide stronger mood benefits.
  • Optional packages - Depending on the settlement, add recreation, spa treatment, tavern time, private time, recreational substances, or a Royalty meditation retreat.


Biotech

  • Mech repair - Repairs caravan mechs, heals injuries, and restores missing body parts. Missing weapons are not replaced.
  • Mech recharge - Fully recharges a caravan mech’s energy cell.


Ideology

  • Ideology conversion - Leave a pawn with the settlement’s believers; they return having adopted that settlement’s ideoligion.


Settlement specialties



Each eligible settlement receives one to three specialties. Most have one, some have two, and a few have three. Specialties unlock services and can improve their quality, speed, price, available
stock, or crafting technology ceiling.

  • Medical Center - Improves medical-service quality by 15% and reduces their duration by 15%. Maintains larger, faster-restocking medicine and prosthetic reserves.
  • University - Unlocks research seminars and improves education quality by 10%.
  • Industrial Hub - Reduces crafting and technical-service prices by 10%, expands industrial stock, and raises the settlement’s general crafting-tech ceiling by one level.
  • Weaponsmith - Improves crafting quality by 10%, reduces crafting prices by 5%, and raises the weapon-commission tech ceiling by one level.
  • Animal Center - Unlocks animal training and reduces animal-service duration by 10%. It is also required for veterinary surgery.
  • Resort - Unlocks premium hospitality packages such as spa visits and tavern nights.
  • Mechanitor Enclave - Unlocks mech repair and mech recharge at Spacer-level settlements.
  • Ideological Center - Unlocks ideology conversion for factions with an ideoligion.


Compatibility


  • Dubs Bad Hygiene: Restroom and hygiene needs will be refilled when using the lodging services.


FAQ


Safe to add mid-game?
- Yes

Suggestions/Bugs?


Let me know in the comments if there's any bugs. I also am open to any suggestions or improvements. I have also setup a Discord server for direct communications. It should help in issues getting sorted out faster.

Thanks


- Tynan and the Rimworld team for making a spectacular game that is extremely addicting as well.
- Brrainz (Mod Author of Harmony): Without his library, lots of mods wouldn't be here.

Links


Github




Tags

  • gameplay
  • factions