Settlement Specialties - AhHanie/Rimworld-Settlement-Services GitHub Wiki

Settlement Specialties

Each eligible settlement receives one to three specialties by default. By default, 65% of settlements start with one, 30% with two, and 5% with three. Specialties unlock services and can improve their quality, speed, price, available stock, or crafting technology ceiling.

In the mod settings, under Settlement specialties, you can change the chance of starting with one or two specialties (the chance of three is whatever remains, so the three always add up to 100%) and add or remove a fixed number of specialties after that roll (-3 to +10). A settlement can never receive more specialties than it is eligible for, and with zero specialties, services that depend on a specialty are unavailable there.

These settings are global across saves and only apply when a settlement's specialties are first generated, or when its owner changes. Settlements that already have specialties keep them.

  • Medical Center - Improves medical-service quality by 15% and reduces their duration by 15%. Maintains larger, faster-restocking medicine and prosthetic reserves. Contractors have an increased chance to be skilled in medical work.
  • University - Unlocks research seminars and improves education quality by 10%. Contractors have an increased chance to be skilled in intellectual work.
  • Industrial Hub - Reduces crafting and technical-service prices by 10%, expands industrial stock, and raises the settlement's general crafting-tech ceiling by one level. Contractors have an increased chance to be skilled in construction or crafting.
  • Weaponsmith - Improves crafting quality by 10%, reduces crafting prices by 5%, and raises the weapon-commission tech ceiling by one level.
  • Animal Center - Unlocks animal training and the animal vendor, and reduces animal-service duration by 10%. It is also required for veterinary surgery. Contractors have an increased chance to be skilled in animal handling.
  • Resort - Unlocks premium hospitality packages such as spa visits and tavern nights. Contractors have an increased chance to be skilled in social work.
  • Labor Market - Unlocks temporary hiring, giving the settlement a pool of independent contractors willing to take short-term work elsewhere.
  • Mechanitor Enclave [Biotech] - Unlocks mech repair, mech recharge, and mechanoid hiring at Spacer-level settlements. Hired mechanoids join your caravan and are bonded to one of your mechanitors.
  • Genetics Lab [Biotech] - Unlocks gene extraction at Spacer-level settlements, improves medical-service quality by 15%, and maintains larger, faster-restocking medicine reserves.
  • Ideological Center [Ideology] - Unlocks ideology conversion for factions with an ideoligion.
  • Vehicle Garage [Vehicle Framework] - Unlocks vehicle upgrades and the vehicle shop, and reduces vehicle fuel top-up and repair prices by 10% and their duration by 5%.
  • Androids Service Center [VRE Androids] - Unlocks androids services.