

Mech clusters always appear in an initially dormant state. Mechanoid clusters: Now mechanoids can 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.


Psycasters can blind enemies or mind-control them. Psychic powers: Those who earn (or steal) an Imperial psychic amplifier can use their mind to manipulate and defeat their foes. A Knight or Count has the right call upon the Empire's elite troops in times of need, to bond with unique bladelink weapons, and to wield psychic abilities. Nobles and royal titles: 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.
