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πŸ“‘ On this page

  1. Read relations before gifting
  2. Goodwill that is worth the cost
  3. Actions that start a feud
  4. Choose the return first
  5. World-map contact

🀝 Factions & goodwill: confirm it can change before paying for it

1. Read the relationship first: do not spend on permanent enemies

Before opening a faction screen, split the problem in two: can this faction respond to goodwill, and what do you need from it now? Some factions are permanently hostile, so quests, gifts, and prisoner releases are not a route to friendship. For a faction whose relation can change, use the current interface and event text as the authority.

Check firstWhat it decidesAction
Whether the faction is permanently hostileWhether gifts, prisoners, and quest opportunities are worth investingMake permanent enemies a defense problem; do not feed them scarce resources trying to farm goodwill
Current relation and contact statusWhether trade, visits, or future help are realistic goalsSet a concrete goal, then choose a suitable relation source
The current event's failure costWhether one quest or mistake can damage a useful relationshipRead faction notices and quest text before accepting, not just the reward
βœ… Practical test: ask what this relationship can solve in the next season or two. Without a concrete answer, do not spend workers and supplies merely to improve a number.

2. Goodwill that is worth the cost: keep the colony solvent

MethodGood time to use itCondition you must keep
Complete a faction-related questThe quest itself also fills a real need for supplies, people, or opportunityUse Quest Decisions to check staffing, timer, and home defense first; goodwill cannot repay a collapsed base
Release a healthy prisonerThe prisoner is not worth recruiting and you have medical slackUse the current faction and prisoner state; let them leave healthy instead of creating a treatment or defense gap for goodwill
Trade or give giftsYou have items that are genuinely surplus after survival needsFood, medicine, weapons, and power materials are rarely surplus; check the stock floor in Trade & Economy

There is no fixed priority. Do not occupy the last doctor just to release a prisoner; do not gift defense supplies after a raid; on a safe quest, goodwill is only part of the return.

3. Actions that start a feud: control stray shots and casual taking

Risky actionWhy it goes wrongSafer move
Attack, harm, or arrest a neutral / friendly memberOne short decision can change ongoing contactSet visitor zones before they enter; verify targets in combat so turrets and melee lines do not pull passers-by in
Take or destroy faction-owned itemsA convenient-looking item can carry a relationship costIf ownership is unclear, stop and read the item and event labels; do not guess
Capture a friendly / neutral member as a prisonerCapturing is not ordinary rescue behaviorSeparate a downed person needing treatment from a target to detain; then use Prisoners & Recruitment
⚠️ Defense can still cause accidents: plan visitor paths, turret arcs, and melee choke points together. Relationship loss often begins with someone standing beside the firefight, not a formal declaration of war.

4. Choose the return before you farm relations

What you actually wantUseful value of the relationWhat to build first
Reliable selling and critical purchasesWhen contact is available, trade is more flexible than a pile of unsellable goodsPrepare genuine surplus, a capable negotiator, and a safe receiving route
Relation as a quest rewardAdds value to a quest that already makes senseJudge whether the quest is survivable first; do not accept it backwards for goodwill
Possible future aid or visitorsAdds an outside option, but never replaces your own defenseKeep improving food, treatment, power, and defense; do not bet the colony on outside help
No near-term goalA number does not fix hunger, injuries, or raidsRepair the current survival bottleneck and invest when there is a real use

In short: goodwill is a tool, not a progress bar. Maintain it when it has a job; otherwise keep your safety margin.

5. World-map contact: protect home before leaving

Non-hostile faction bases can offer options such as trade and gifts, while hostile bases are attack targets. Either way, an expedition thins the home team.

  1. Leave a home team: do not take every doctor, cook, firefighter, and defender who can hold key rooms.
  2. Plan the route: pack food, medicine, and recovery margin for the real journey; reaching the site is not enough if you cannot return.
  3. Check the return: are you solving a supply problem or quest, or only raising a relationship number? Only the first two justify the risk.

For expedition supplies use Trade & Economy; for the home defense plan use Combat & Defense.

πŸ”Ž Version and source check

Scope: base game 1.6 series; last checked 2026-09-19. Relation changes, interactive factions, and world-map options vary with DLC, mods, faction type, and the active event. Treat the in-game faction screen, item ownership, and quest text as final.

Sources for this page: Ludeon: update 1.6 announcement, RimWorld Wiki: Faction, RimWorld Wiki: Prisoner, and RimWorld Wiki: Faction base.