Your employer: contracts, credits, staff, evidence and what the corporation wants.
The company
The company is not a faction you befriend. It is an account, a queue of requests, and a bill.
Nothing the company asks for ever runs out
Nothing in this mod runs out. No request, contract, offer, quote or trade ever stops being available because time passed. There is no penalty for taking a long time, no cancellation for slowness, and nothing that asks you to respond within a set period.
You may cancel a job. The corporation may not.
The only thing in this mod with a duration is a gate's open connection, and that duration is a consequence of power, technology, maintenance and staffing — all things you control. See Gates and connections.
Every job has more than one way to finish
Every request and contract offers at least two routes to success, of at least two different kinds. The kinds are:
| Route | What it means |
|---|---|
| Deliver | Bring the thing back |
| Document | Bring the record back instead of the thing |
| Substitute | Satisfy it with a different item of the same capability |
| Purchase | Buy the shortfall through procurement |
| Testify | A staff member's account, where a crew saw what a record would show |
| Decline and redirect | Refuse the stated task and complete a related one |
| Research | Complete a named company project |
The corporation does not care how a branch succeeds.
Two kinds of money
| The account | A ledger in dollars. Pays staff, site fees, procurement, obligations. Never spawned as silver. |
| Physical stock | Silver, steel, food, gear, salvage. Ordinary RimWorld goods, behaving exactly as always. |
The Ledger pane lists recent movements with a reason for each. Unpaid obligations do not quietly vanish — pay them from Overview.
Bonds
The account can be printed as bearer bonds, in denominations from ten up to a quadrillion.
| Named for their value | A bond says what it is worth |
| Deposit | Put one back in, from the paper itself, at full value |
| Combine | Fold several into the fewest |
| A beacon | Banks every bond in a radius at once, also at full value |
A bond is not sold. It is already credits, so banking it is what happens to it — the company declines to buy one, because selling a bond at a discount would lose you money by accident.
Ordinary valuables are a separate trade. Sell those to the company and you receive 85% of their worth: instant, with no trader, caravan or travel, and the company takes a cut for that.
Paper raises colony wealth where the ledger does not. Liquidity costs risk, and paper burns.
Requests and contracts
| Request | What the corporation asks for next. Finish one and the next opens. |
| Contract | A priced job with terms, a base payment and a bonus. |
The opening is a tutorial that becomes a campaign. Six requests teach the systems in dependency order — power the gate, assemble and calibrate it, bring back one record, mark a route home, report a disagreement, hold a connection open.
The seventh is the hinge: the corporation asks you to choose a direction. You may declare one, or go and do the work in one without announcing anything. Every choice succeeds.
After the hinge the corporation keeps asking, and stops teaching. Later requests are generated from your branch's state, your coordinate history and what you can do.
Eighteen families after the tutorial, and you can hold several at once
There are eighteen generated families. Client work, caches and shelters out in the field, leases, resupply, evacuation, witnesses, missing residents, public danger, heavy cargo, staff transfers, and the deep ones that combine what you already know.
The company asks the least-asked one first. Not the cheapest, and not at random, so it works through the range of what it wants instead of repeating itself. Ties break the same way on every reload — the same branch asked at the same point always gets the same request.
One question at a time, as many jobs as you like. The corporation offers one request and waits for an answer, and accepting it does not stop the next offer coming. So a branch can be carrying several jobs at once, which is what the records desks and the paperwork ledger are for.
No job has a clock. No expiry, no penalty for being slow, no request withdrawn because you took your time. The only thing in this mod with a duration is a gate's connection.
Every job has at least two ways to finish, of two different kinds — see the section above. You may also cancel any job you have taken. The corporation may not.
The Contracts pane shows both, requests first: the offer, then everything you have taken on.
The arcs
The campaign is laid out in eight arcs. Each adds a kind of work rather than a difficulty step.
| 1. Keep the doors open | Power the site, assign an operator, bring home a record |
| 2. Measure before trusting | Familiar spaces reveal patterns; reports disagree |
| 3. Return with control | Known destinations become working routes |
| 4. Make a business of it | Clients request surveys, samples, instruments, rescue, access |
| 5. Build beyond headquarters | Remote sites need people, supplies, signals, protection, an exit |
| 6. Respond to the outside world | Openings appear in towns; witnesses and missing residents |
| 7. Expand industrial reach | Heavy cargo and staff across the wider world |
| 8. Enter deeper systems | Known families combine, then one unfamiliar rule at a time |
Staff
Hire, pay, and assign company roles. Pawn autonomy and ordinary RimWorld skills and traits are untouched.
Certification
Some jobs need a certificate, and you train people into them. A gate operator, a field analyst and a reserve technician each have a train bill:
| Certificate | Needs |
|---|---|
| Gate operator | Intellectual 4 |
| Field analyst | Intellectual 3 |
| Reserve technician | Crafting 5 |
The first two run on a machining table or a crafting spot; the third needs the table. Training is work over time, and it completes by making that person certified.
A branch with no certified gate operator cannot open a connection. The remedy is a bill, not a recruitment drive.
Field history and reporting in
Field history is kept per person. The crew planner shows who is a novice, who is a veteran, and who has walked the address you are dialling.
Anybody back from a crossing is not dispatched again until debriefed. Quarantine and debrief are one thing: you do not go back out until you have reported in.
Walking a single colonist through a door by hand is not a company dispatch and is not held to it.
The record book
The record book is the company's journal, and it is the thing you actually get paid for. A crew carries it through a gate, the survey writes itself as they walk, and the filled book becomes the case record your researcher analyses.
The company issues its own: a company field journal, bound with a numbered cover and pages for route notes, sketches and observations. It is a book, so a colonist reads it, hauls it and stores it like any other — and it has its own drawings for closed, open and upright, so you can see at a glance whether somebody is reading one.
You can also make them at a field analysis bench, which is the faster route once you have one.
A stamped company record book still counts as well, so an older colony loses nothing. An ordinary textbook bought from a trader is just a textbook, and the mod leaves it alone.
| Step | What a colonist does |
|---|---|
| 1. Carry it out | Right-click the book with a colonist and send it through the gate |
| 2. Walk the rooms | The survey records itself as the crew moves through each required room |
| 3. File it | Bring it home and store it on the shelf you designated as the records archive |
| 4. Analyse it | Assign a researcher at a powered bench |
**Right-click a company book and pick *What is this journal for?*** to read those steps in the game, on the book itself. The same text is on the book's information card.
You get books four ways. Each one is a company book and each is labelled as such:
| Where it comes from | When |
|---|---|
| Your scenario | The opening facility places them |
| A company drop | Two arrive when you have a calibrated gate and no book anywhere |
| Procurement | The catalogue sells them |
| A coordinate | Somebody left one down there. It is not yours yet — carry it home and it opens a case |
Losing a book loses that run's record, not the branch's work. The company sends more, and it keeps sending them whenever you have none at all.
Paperwork, and the light that says a job is ready
A job you accept wants paperwork before it can go back. Lab notes on the gate work, the investigation, the analysis, the survey — which ones depends on the job, and the Operations → Requests pane lists every accepted job with what it still owes.
Paperwork is written at a records desk, which you build. A colonist does it as ordinary work on the same work tab as cooking and hauling, so a branch that assigns nobody to it files nothing.
Nothing is invented at a desk. A report is written from records the branch already holds: if the work was not done and recorded, there is nothing there to write.
Build more than one desk
One desk is one writer. Build several and several people write at once, which is what you want with several jobs open.
Two people are never put on the same report. The branch hands each writer a different one, so a second desk is a second report rather than the same page twice.
The light
| Light | What it means | What you do |
|---|---|---|
| in progress | Paperwork outstanding | Assign somebody to a records desk |
| READY TO SEND | Everything filed and a book agrees with it | Send it back |
| no book | Everything filed and no book agrees with it | The company sends another |
To send it, haul the job's book inside the radius of a trade beacon you designated for credit. The company collects it from there.
The record is the authority, not the book. Burn the book, lose it in a coordinate, or leave it with a crew who did not come back, and you have lost a deliverable rather than the work — which is what the amber light is telling you.
Research
Insight from analysed records buys unlocks across forty-four projects. They are laid out in nine branches, and eight of the nine have projects to buy — the ninth is listed because it is part of the plan and deliberately ships nothing:
| Branch | |
|---|---|
| Gate engineering and stability | The window ladder, telemetry, standing connections |
| Facilities and power | Reserve capacity, protected rooms, repair practice |
| Fieldcraft and medicine | Kits, triage, recovery, training, rescue teams |
| Measurement and evidence | Sensors, comparison, confidence, client reports |
| Spatial mapping and topology | Atlases, alternate exits, deeper surveys |
| Entities and containment | Detection, quarantine, scoped study |
| Communications and logistics | Link range, delivery planning, caches, relays |
| Commerce and organisation | Better offers, specialist recruitment, leases |
| Transport and orbital support | Nothing to buy here, deliberately. Expansion content only, and never required |
Branches run through seven progression bands:
| Band | What it is for |
|---|---|
| 0 — Facility foundations | Make the company safe enough to work |
| 1 — First entry | Prepare a measured short expedition and read a first return |
| 2 — Repeatable operations | Revisit known coordinates; reduce preventable failures |
| 3 — Remote operations | Support more than one site; work beyond headquarters |
| 4 — Deep operations | Combine known techniques; extend reach |
| 5 — The settled branch | Service, read and leave a space on your own terms |
| 6 — Deep Reach | One project, at the top of the whole tree |
A band is a progression band, not a single chain. Every band above the first is reachable by more than one path, so a branch is never locked behind one project you have not happened to unlock.
The top band is deliberately narrow: five branches reach it and three do not. Nothing exists above a connection that no longer counts down, every delivery number is already claimed by a lower band, and the trade rates became sliders you own rather than projects you buy. A branch with no top rung is finished, not unfinished.
The five that do reach it:
| Branch | Band 5 | What changes |
|---|---|---|
| Facilities and power | Servicing Regime | Gates wear half as fast, and a certified technician services one in half the work |
| Fieldcraft and medicine | Standing Relief | An empty console is a hand-off for a full hour instead of half of one |
| Measurement and evidence | The Trained Eye | About one object in six carries a wrong detail instead of one in eight |
| Spatial mapping | The Near Exit | A way out comes up three to ten tiles from you instead of seven to twenty |
| Entities and containment | Quiet Protocol | One thing happens per opening instead of two |
Quiet Protocol is the only project in the whole tree that pays for safety by removing something. It stops at one for that reason, and half of every coordinate's rooms stay bare whatever you research. That is a guarantee, not a reward.
One project sits above all of them, and only Spatial reaches it. Deep Reach makes found doors lead one level further than they ever have — a seventh, which looks like nothing above it. Going deeper than seven is a machine's job, and no project changes that.
A project's prerequisites are only ever completed logs, a named project below it, and the insight price. Nothing requires time to have passed.
Every unlock grants a capability that real behaviour honours.
Facilities, equipment and sites
| Facility | A contiguous run of space the branch treats as one place |
| Equipment link | Wires a shelf, analyser or cabinet into a gate — across distance and through walls, made by hand |
| Site | Somewhere beyond headquarters, on the books. Billed daily, needs people present to receive anything, stops being billed while out of reach |
Nothing about a link is automatic.
Work across a connection
Colonists travel through an open connection to do work on the other side: hauling, construction, bills, research, medical, cooking, cleaning, mining, hunting, farming, animals.
- Work you started keeps going. A pawn who crossed to finish a job finishes it.
- Work you have not started waits. A far-side job sits below every local job of the same type, so nobody walks through a gate while the same work exists at home.
The Activity and Connected Work panes report what crossed, and why.
You decide who goes, with the zoning you already use
A coordinate is a map, so it has areas like any other map. Open the Architect's zone tools on a coordinate, paint an allowed area, and restrict somebody to it exactly as you would at home.
RimWorld keeps a separate allowed area for every map a colonist has one on, and it saves them. So a colonist can be free to roam the colony and confined to two rooms on a coordinate, and that holds across a reload without you setting it again.
This mod never writes an area. It reads them and obeys them: who may go where is your decision and nothing here overrules it. Restrict somebody to the colony and they stop being offered work through the gate; restrict them to a coordinate and they stay in it.
One honest limitation. Work planning has to guess whether a colonist is allowed somewhere on a map they are not standing on, because RimWorld does not expose that from a distance. The mod remembers what it saw last time they were there and assumes allowed where it has never looked — so the first trip is sometimes a wasted walk, never a crossing you forbade. The real check happens when they get there, and it is the game's own.
Places held open, and giving one back
Every place you hold open costs a loaded map, as a colony does. The Places pane shows the count against your allowance and lets you hand one back.
Releasing a place is permanent, and the confirmation says so: the gate will not open again.
| Before you release | |
|---|---|
| Anything left there is lost | The pane counts the items and tells you how many |
| Not with people inside | Refused while anybody is there, or part-way through crossing |
| Not your headquarters | Refused outright |
A place you found rather than built is a gentler case. Releasing one moves it to a second list, and selecting the door that led there offers it back.
When a crew does not come home
A return window can expire with people still on the far side. They are not dead and they are not removed.
The crew and their cargo stay at the saved address. There are two ways to recover them:
- Restore the gate and reopen that route. Fix whatever failed — power, calibration, the operator — and dial the same address.
- Send a relief trip. One extra person per run, and the same relief member is reused for further attempts. The original crew is unchanged.
A closed gate does not take your people with it.
Containment
Holding platforms and what they can hold are the base game's.
What this adds is warnings about the maps you are not looking at — RimWorld's own containment alerts read the map on screen, and here several maps are live at once.
On a breach the branch cuts every open connection. Armed by default, using each gate's own emergency cutoff.
A branch never dies
Once a branch is in contact with the corporation, it is not written off.
If everyone at the laboratory goes down — not dead, down — the company arrives.
| The site is cleared, and nobody who was there is left standing | |
| The dead are buried on the property, or burned where no ground will take a grave | |
| Damage is repaired, every connection is shut at the gate | |
| Three replacement staff land with supplies | |
| Every bond anywhere on your maps is taken | |
| Up to 25,000,000 is drawn from the account — whatever is there, never below zero |
You never lose the game. The gate is left commissioned, so the new crew can bring it back up.
The letter gives you the figures. There is no limit on how many times this happens and no escalating penalty: an investor protecting an investment does not withdraw it for slowness.
The other two openings keep a gentler version, and only once the branch has earned contact: a clean-up team that arrives after everyone is actually dead, and leaves five.