


Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored royal guest. The final quest comes after you have climbed the ranks of Imperial nobility. Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for rewards. Site quests open nearby sites that present opportunities, threats, and mysteries. Assistance quests ask you to send some of your colonists to help an ally for a time. Construction quests ask the player to build something special, and sometimes, to protect it from attacks. You might need to get the guests to an escape shuttle under fire. They may be hunted by mercenaries, pirates, mechanoids, or more. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. Hosting quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. Quest challenges are grander and more exotic than day-to-day defense, but they only happen if you accept them. The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable. Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Instead, the system procedurally generates unique quests with every new game. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Earning royal titles means completing quests. For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well. Advanced psycasts induce mass vomiting in crowds of foes, teleport objects or people, drive crowds of enemies or herds of animals berserk, or render allies temporarily invisible for stealth attacks. They can block an ally's sensations of pain or confer deadly focus. Psycasters can blind enemies or mind-control them into taking wrong actions. Those who hold one can use their mind to manipulate and defeat their foes. Titles give the right to an Imperial psychic amplifier. They'll play piano, harp, and harpsichord. They'll make inspiring or demoralizing speeches from the throne. They'll issue wild decrees that must be carried out. They'll need luxurious bedrooms and grand throne rooms. Those who hold titles become haughty and demanding. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique bladelink weapons, and wield psychic abilities. Colonists can gain royal titles bestowed by the Empire. Now their refugee fleet settles the rimworld, and seeks allies. Their grand empire was destroyed by an unknown enemy. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.
