Start as wild people with only fire and unlock basic work through tribal gatherings. Advance through technology levels, choose powerful Cornerstones and develop a culture. Includes primitive weapons, communal structures and a progression system that extends beyond the tribal era.

Vanilla Factions Expanded - Tribals v21.10.2026 · ModsFire, 3.9 МБ · 0 downloads
Contents

Vanilla Factions Expanded - Tribals rebuilds early progression around a Wild Men starting scenario. Begin with little more than fire, then unlock basic medicine, construction, crafting and eventually the foundations of a technological society.

Research before the research bench

Wild Men cannot immediately perform many ordinary jobs. Basic research unlocks those capabilities.

Early discoveries come from Tribal Gatherings rather than a research bench. Gatherings guarantee progress toward research projects, prioritizing the selected project while also advancing random ones.

The research spot becomes available only after the appropriate early discoveries.

Technology levels and Cornerstones

Advancing to a new technology level awards a Cornerstone, letting you choose an ethos that strengthens your faction.

Cornerstones are awarded for actually increasing the technology level, not merely performing the advancement ritual. Compatible research mods can therefore provide alternative advancement methods.

A Wild Men start allows up to five Cornerstones. An industrial Crashlanded colony can earn two by reaching Spacer and Ultratech.

Culture and tribal life

Wild Men form their ideology after researching Culture, rather than configuring it at the beginning.

New equipment and structures include stakes, throwspikes, large fires and sitting spots. During the earliest Animal research era, a system reduces raid likelihood without removing the threat entirely.

Compatibility and limitations

Can be added to an existing save, but the Wild Men scenario’s starting experience is unavailable retroactively.

Important conflicts:

  • Pawns Are Capable undermines research-based job restrictions.
  • No Starting Research breaks the scenario.

Base-game and Vanilla Expanded content have progression patches. Other mods may expose buildings or recipes before the intended unlocks.

If the ideology-creation message fails after Culture, use the included dev-mode ideology option. A missed message may also remain in the History tab.

Other research mods are generally expected to work. This mod does not provide settings for changing the number of projects required to advance a technology level.

Combat Extended patching is handled by the CE team.

Design and art: Oskar Potocki
Code: Taranchuk and Sarg Bjornson
XML: Xrushha

Screenshots 4

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