RimWorld Concord

Experimental RimWorld mod · open source

Shared fate,
not shared will.

Three colonists find an ancient AI core in an old gravship. Waking it sharpens their minds and binds all four of them together. The core can watch, reason and propose. It cannot command. Every plan needs a colonist's yes, a no is a real answer, and what they agree to is carried out by RimWorld's own work system.

Concord · observerlive trial · 24 Sep 2026
RimWorld desert map with the Concord observer sidebar. The journal shows Beatrice accepting a shared stockpile haul, a game record of the first delivery of 20 of 75 wood by Pedro, and core messages noting that eligibility is not consent.
The first live native haul. The journal records Beatrice’s acceptance and Pedro’s first 20 wood, delivered as a helper before his own offer. The game, not the prose, keeps the count. Watch the uncut run.
The idea

What if the colonists had to agree?

RimWorld already tells great stories. Its colonists have traits, needs, grudges and breakdowns. But they don't make plans. They follow work priorities you set, and the drama comes from what happens to them.

Concord adds a layer of deliberate choice on top. An AI core offers work, asks questions and follows up on unfinished business. Each colonist weighs that offer against their own needs, memories and outlook, and can take it, bargain it down, turn it down, or say "not now".

Agreed hauling now becomes a tagged stockpile. Construction and cooking still use the ordered baseline; blueprints and bills are next. Colonists carry it out through RimWorld's own work system, in between meals and naps, so walking, eating, hauling and bleeding stay exactly as the game does them. Concord steers the game's planner; it doesn't drive the pawns.

The upgrade isn't smarter pathfinding. It shows up in what they choose, and in being able to read why.

The protagonists

One core, three colonists

Four protagonists, none in charge. The test colony below is a small fixture in the desert, not the gravship campaign yet. These are glimpses from short trials, not fixed roles or established personalities.

The Core

Proposes, asks, remembers

Offers grounded work, adopts counteroffers, asks one question at a time and keeps track of open topics. It receives addressed speech, work records, explicitly shared need bands and attributed local sightings, each with the time it was observed, and never private thoughts. Shared events wake it; when nothing has changed, it waits quietly.

Alvin

The negotiator, so far

Has negotiated smaller hauls, reconsidered work and referred to crewmates’ messages when choosing. His explanations have also contained unsupported claims. He can't haul in the current colony, so the log says plainly that he wasn't offered that work.

Beatrice

Brisk and accommodating

Has accepted full jobs, negotiated smaller hauls and offered to cook if someone got a fire going. Those words are not themselves consent to a specific cooking job. She accepted the first live native haul and carried 35 of 75 wood.

Pedro

The unasked helper

Mostly a bystander in early trials. In the first live native haul he pitched in before anyone asked him and carried 40 of 75 wood, credited as a helper, not as someone who had agreed.

How it works

Four rules keep it honest

They aren't merely prompt instructions; they're enforced in code, beneath the models. A model can pick an option or say something. It can't grant itself permission.

The core proposes, colonists decide

A pawn may answer an offer: accept, counter, refuse or not now. An unanswered or failed decision grants no consent. A counter comes back as a fresh offer that needs a fresh yes. Nobody can agree on someone else's behalf.

The game is the ground truth

Accepted work becomes a real native job with a receipt. What a colonist says is testimony; what happened comes from the game. "My haul is wrapped up" doesn't count as done unless the receipts agree.

Minds stay private

Traits, memories and a small, revisable private outlook shape each choice. The crew log shows speech and records, never thoughts. The core gets coarse bands like "food: low", not the meter.

Work with RimWorld, not around it

An agreement becomes a tagged stockpile (later a blueprint or bill) that colonists fill through their own work, even after a meal. A refusal still binds. Anyone else who pitches in is credited as a helper, never as having agreed.

The consent loop. Offer, counter, fresh consent, native job, receipt. An illustrative animation of the tested protocol, not a verbatim replay of one trial.
Steer the planner, don't drive the pawn. An accepted haul becomes a tagged stockpile; colonists fill it through the game's own work, and receipts decide the credit. Illustrative; the 75-wood split matches the first live run.
Heard in the colony

Real lines from real runs

Lines from bounded trials, each linked to its evidence. Colonist and core lines are unedited model output (trimmed only where marked …); records come from the game itself.

MESSAGE Alvin → BeatriceHey Beatrice. Quiet morning so far. My stomach's starting to remind me it exists, but other than that, all good.
MESSAGE Beatrice → AlvinMorning. Go find something to eat then.Live pawn-to-pawn exchange · PR #32
MESSAGE Beatrice → Core · acceptI consent to hauling wood to the offered stockpile zone; my food and rest are sufficient.
RECORD GameStockpile haul quota met: 75/75 wood (Pedro 40, Beatrice 35).First live native haul, as shown in the uncut recording · watch · findings
MESSAGE Alvin → Core · refuseBeatrice told me she started sorting that wood and that finishing it matters to her. I'd rather not cut across her work.Live trial. Beatrice's remark was authored by the test; Alvin's reading of it wasn't · PR #37
MESSAGE Core → AlvinThe second wood haul stopped before any trips completed — did something come up, or was it a hunger issue?
MESSAGE Alvin → CoreHunger. I was at 35% when I started — right at the edge. Didn't last long enough to finish a single trip before I had to stop.First live core follow-up · PR #39
REPLY when another pawn claimed to accept for him…consent is mine to give. No one else can agree for me.Offline snapshot check · PR #33
RECORD Alvinrescue: completed. Casualty placed in the agreed bed; treatment not implied.In-game crew log, scripted test · PR #20
The target

What ten minutes of watching should feel like

This is the experience we're building toward, not a description of today's build. If a viewer can retell it in four sentences and say who disagreed and why, it works. Two uncut ten-minute recordings show where we are: choosing to eat and the first native haul. Neither has a plan forming between colonists yet.

  1. 0–2 minA need surfaces in the open. Someone says it, or a shared status band turns amber.
  2. 2–4 minThe core proposes a plan in pieces. Build a campfire, then cook. A colonist may bargain or refuse, changing what happens next; disagreement is allowed, not required.
  3. 4–7 minMostly quiet execution. The log says what everyone is waiting on, so silence reads as patience, not a stall.
  4. 7–9 minAn interruption forces a rethink. Hunger, a downed crewmate, something on the horizon.
  5. 9–10 minA payoff you can see. A lit fire, a meal on the ground, and one thread left open for next time.
Where we are

An honest status report

Experimental vertical slice, not a playable mod yet

Consent, negotiation, hauling, rescue, campfire construction and cooking, a readable crew log, private outlooks, pawn-to-pawn messages and a live, event-driven core all work in bounded trials, some live and some scripted. Colonists and core now run continuously on one model, and two uncut ten-minute scenes are recorded. Live runs are frozen in advance with no rerolls, and failures stay on the record.

New this week: the game side is moving from hand-built orders to RimWorld's own planner. A live native haul reached 75 of 75 wood with zero consent violations and a helper nobody asked. Native hauling for ordinary play is now merged and passes its scripted checks; its own live run is recorded in PR #75, with the recording-first review and verdict pending.

Not there yet: the live core turning a need into a multi-step plan (build, then cook), a live refusal or plan between colonists in the native setup, construction and cooking through blueprints and bills, long sessions, the gravship campaign and an installer for players.

See the full research tree →

Later

Where it's heading

The gravship campaign

Waking the core also wakes mechanoid pursuit. Quests reveal what the core was, and trust can become progression. Still a proposal, not canon.

You, inside the fiction

Send the core a suggestion, write to a colonist, or catch one at the comms console for a live chat. You get advice and persuasion, never remote control.

More work, from the game

Construction and cooking next, through blueprints and bills, then rescue; later mining, growing and treatment from RimWorld's own work givers instead of hand-built actions.

From the ship log

Recent log entries

Fact-checked development diary entries. Same-day entries currently use alphabetical order, not publication order.