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Teenage Years - Identity

TEENAGE YEARS - IDENTITY This mod is actively in development.

TEENAGE YEARS - IDENTITY


This mod is actively in development. Features, balancing and save data structures may change between updates. Starting a new save is recommended - existing saves may run into issues after an update. If you encounter a bug, please leave a short note in the comments or discussions (Player.log or HugsLib log appreciated).

RimWorld Biotech childhood growth covers ages 3 to 12. With this mod teenagers from 13 to 17 in your colony will grow further through school, social life, rebellion and pressure. At age 18 their lived teen identity crystallizes into a permanent adult identity - shaping who they become for the rest of their life.

Features (Quick overview)

  • Teen identity growth from ages 13 to 17, with a permanent adult outcome at 18
  • Scheduled school lessons, homework, copying shortcuts and classroom support checks
  • Cliques, clique leaders, hangouts, visible study sessions, sleepovers, shared meals and dares
  • Crushes, rivalry, teasing / exclusion pressure, and teen social memories
  • Dedicated Teen UI with identity, clique, school, history, adult-path preview and social markers like Teen rival


Features (Details)
  • Teen identity system - every colonist aged 13 to 17 builds one of four teen identities through their daily actions, social choices and school performance: Scholar, Rebel, Socialite or Independent
  • Permanent adult identity at 18 - at adulthood the teen's lived experience locks in as a permanent adult title with a matching skill XP bonus, a chance to deepen an existing fitting minor passion, and for especially clear teen outcomes a smaller chance to awaken a fitting new minor passion
  • 8 adult traits earned through teen life - Studious, Methodical, Defiant, Restless, Charming, Influential, Guarded or Withdrawn - each tied to a specific teen identity path and now also granting a small fitting gameplay nudge
  • School lessons - teens attend scheduled lessons taught by adult colonists; regular attendance builds discipline, learning and ambition scores over time
  • Homework system - teens receive homework assignments, work on them at a desk and turn them in; slacking teens can visibly borrow a classmate's completed work, dropped homework can be picked back up or continued later, and the Basics work hover also lists both teen homework and teen lesson teaching
  • Clique system - teens naturally form cliques based on personality and proximity; clique loyalty, clique vibe and a lightweight clique leader all affect social mood and group behavior
  • Teen social life - teens hang out with peers, study together, share meals, hold sleepovers and attend parties; outcomes vary from boring to wild and affect mood accordingly
  • Teen drama & dares - social clashes, teasing / exclusion pressure, graffiti rivalries and visible dare jobs can fire between colonists
  • Crush system - teens can develop crushes; awkward attention, rejection or mutual interest all produce distinct mood memories
  • Teen history & social UI - active teens get a dedicated Teen tab with clique state, school state, history, crush / teen-rival markers and adult-path preview while teen-focused social/event history is listed in the vanilla pawn log tab
  • Teen join incidents - a runaway teen may seek refuge with your colony or a troubled older teen may show up; each arrives with a backstory and pre-shaped identity scores
  • Mood thoughts - teens react to being encouraged by a friend, having someone stand up for them, crush outcomes, sleepover quality, party energy, clique friction and more




Teen Identities
  • Scholar - driven by learning and discipline; becomes a Disciplined Scholar at 18 (bonus Intellectual-focused XP + chance to deepen an existing fitting minor passion or more rarely awaken one); gains Studious or Methodical if already present
  • Rebel - driven by rebellion and adventure; becomes a Restless Rebel at 18 (bonus Melee/Shooting-focused XP + chance to deepen an existing fitting minor passion or more rarely awaken one); gains Defiant or Restless if already present
  • Socialite - driven by social bonds and romance; becomes a Connected Socialite at 18 (bonus Social-focused XP + chance to deepen an existing fitting minor passion or more rarely awaken one); gains Charming or Influential if already present
  • Independent - shaped by insecurity and stress; becomes a Guarded Independent at 18 (bonus Animals-focused XP + chance to deepen an existing fitting minor passion or more rarely awaken one); gains Guarded or Withdrawn if already present


What tends to shape them
  • Repeated school success, homework and studying tend to push toward Scholar
  • Strong homework turned in to a supportive teacher and homework finished clearly ahead of school also push toward Scholar
  • Rule-breaking, dares, skipped structure and thrill-seeking tend to push toward Rebel
  • Friendships, clique belonging, crushes and social wins tend to push toward Socialite
  • Exclusion, insecurity, stress, guarded distance and quieter coping like choosing to work alone tend to push toward Independent




Mood Thoughts
  • Positive: Encouraged by a friend (+6), Someone stood up for me (+8), Fun sleepover (+6), Wild party (+7), Social afterglow (+3), Felt backed up (+5), Group buzz (+4)
  • Negative: Crush did not work out (-5), Awkward crush attention (-2), Rival graffiti on my turf (-4), Boring sleepover (-2), Cramped sleepover (-4), Party fizzled out (-2), Awkward aftermath (-3), Lingering tension (-4), Clique friction (-5)




Teen Join Incidents

Runaway teen seeks refuge - a younger teen (13-15) arrives worn down and wanting to stay. They carry high rebellion, insecurity and stress scores.

Troubled teen wants in - an older teen (15-17) shows up capable but bringing tension. Requires a colony of at least 3 colonists and a teen already present.



Requirements
  • Harmony - must load before this mod
  • Biotech DLC


Compatibility
  • RimWorld 1.6
  • Safe to add mid-game (existing teens will begin building identity from that point forward)
  • No special load order beyond Harmony, Core and DLCs




Bug Reports

Please include a short description, reproduction steps and your Player.log or HugsLib log in the comments or discussions.



Languages

English, German
- more on request.

Licensing & Legal

Copyright (c) 2026 b4ttl3m3d - All rights reserved.

Allowed: Adding to Steam collections
Not allowed: Reuploading - External redistributions - Off-site mod packs - Commercial use - Asset or code reuse without permission

Contact the author before reusing any part of this mod.
Fan-made project - not affiliated with Ludeon Studios. RimWorld EULA



Support & Donations

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Donations are completely voluntary and do not grant access to additional content or features.
They are simply a way to support ongoing free development.