// Management · RimWorld Mod

Too Many Tribesmen

Too Many Tribesmen mod preview for RimWorld

At the end of the day, there might just be too many tribesmen.

At the end of the day, there might just be too many tribesmen.

One day a man in a suit came to the tribespeople, and offered them a boon: enough men to accomplish any task. Unfortunatly, they accepted, and thus they flocked to them in hordes, attracting every bandit in the world. It's going to be a fight against hunger, desease and the crazy hordes of the realm.

That mysterious man had an aura of evil around them, a forgotten threat, long unknown by the foolish tribespeople of this land. After Earth was abandoned, most of the unseen beasts on it stayed, except for this one. Thier pact went as such: Day in and Day out, more will come, so that you will never be without workers. That's not really a good thing, as in practice, at least two mouths have showed up a week, and that's quite a lot to feed and house. Then the raiders came. Nearly supernatural in power, they come in massive force every twenty days, undaunted by battle or injury. The tribespeople feel somehow enchanted however, for any that join thier ranks can build and move much faster than normal. This enchantment is a curse however, as the aim of any with or against them has improved as well.

While all that's dandy, these are tribespeople, and they really don't have much to go on. Thier resourses to start with are fairly limited. It's going to be a fight to get more.

Starting Situation:
-Your faction will be a tribe.
-Start with 10 people.
-Your Characters will be optimistic.
-You will start with the reasearch for Smithing and Stonecutting finished.

Base Game Changes:
-Everyone works twice as fast.
-Everyone is more accurate.
-Everyone attacks far faster.

Incidents:
-Wanderers Join every 5 Days.
-Chased Refugees show up every 7 Days.
-Supernatural Raids show up every 20 Days.

Start with:
-Steel x400
-Component x16
-Pila x10
-Pemmican x2000
-Wood x5000

Tags

  • scenario