RimWorld Tech Level: You Can't Raise It (Weapon Tiers & Research Gates) 1.6

RimWorld 1.6 · Core

Fast answer: your faction tech level is set when the colony is created and cannot be raised in Core. new arrivals start at Industrial; new tribe starts at Neolithic. Open the bottom bar tab research F6 to see how your faction level compares to each project's tech level. When a project is above your faction level, the research tab warns you and research takes longer — the adjusted cost is shown on the project tooltip. Completing spacer research does not change your faction tag — it only unlocks recipes and buildings.

What tech level is — and what it is not

Tech level is fixed for your colony at game start — not a progression track you climb. A tribal colony can still finish industrial and spacer projects; the research tab then compares each project's tech level to your fixed Neolithic faction level and shows the slower speed / higher effective cost.

What Typical value Can you change it in play?
Player colony tech level Industrial (new arrivals) No — fixed at start
Player tribe tech level Neolithic (new tribe) Same — fixed at start
Project base research cost Listed on each project in the research tab Fixed per project
Penalty when project tech > faction tech Warning on research tab; slower speed and higher shown cost Applied automatically — plan extra bench time
Which bench a project needs Simple or hi-tech research bench Unlocked by completing prerequisites, not by "raising tech"
Starting research already known Depends on scenario (crashlanded vs tribal) Set at colony creation

On the research tab, selecting a project above your faction tech level shows a warning that your faction tech is lower than the project's — research speed is multiplied (slower) and the effective cost is higher than the base number listed on the project card.

Read your tech level in-game

  1. Open the bottom bar tab research F6.

    research F6
  2. Click any project above your faction level. The tooltip shows your faction tech level vs the project's tech level and the adjusted cost. Tribal starts see this on almost every industrial gate.

  3. Build the right bench for the era: simple research bench for early projects, hi-tech research bench once you unlock microelectronics basics.

    architect → production → simple research bench / hi-tech research bench

Weapon eras: Neolithic → Spacer

Each era below is gated by a research project. The "good enough" weapon is a craftable Core gun unlocked at that gate.

recurve bow
recurve bow
14 dmg · range 25.9
40 wood · Neolithic
greatbow
greatbow
17 dmg · range 29.9
60 wood · Medieval
bolt-action rifle
bolt-action rifle
18 dmg · range 36.9
60 steel + 3 components
assault rifle
assault rifle
11 dmg/shot · range 30.9
60 steel + 7 components
charge rifle
charge rifle
16 dmg · range 27.9
50 plasteel + 2 advanced components
Era / gate Research Research pts Project tech level Prerequisites Good-enough gun (Core)
Neolithic ranged recurve bow 400 Neolithic None Recurve bow — 14 dmg, range 25.9, 40 wood
Medieval ranged greatbow 600 Medieval recurve bow Greatbow — 17 dmg, range 29.9, 60 wood
Medieval melee smithing 700 Medieval None No new firearm. Unlocks mace / gladius; prereq for machining.
Industrial machines machining 1000 Industrial electricity, smithing Machining table — 150 steel, 5 components, 350 W, Construction 4
First guns gunsmithing 500 Industrial machining Bolt-action rifle — unlocked by gunsmithing; 18 dmg, range 36.9
Precision rifles precision rifling 1400 Industrial gas operation, microelectronics basics Assault rifle — 11 dmg/shot, range 30.9
Spacer charge pulse-charged munitions 3000 Spacer fabrication Charge rifle — 16 dmg, range 27.9, 50 plasteel + 2 advanced components

Industrial guns are Industrial tech. Charge rifle and charge lance are Spacer tech.

Research chains you actually walk

Bolt-action rifle (first craftable gun)

smithing → electricity → machining → gunsmithing

700 + 1600 + 1000 + 500 = 3800 research points before any tribal penalty. Bolt-action rifle needs gunsmithing — no extra research project beyond that chain. Craft at the machining table after machining is done.

architect → production → machining table

Assault rifle (precision rifling branch)

gunsmithing → blowback operation → gas operation → microelectronics basics → precision rifling

Adds 500 + 1000 + 3000 + 1400 = 5900 on top of the gunsmithing chain (microelectronics basics also needs electricity). All Industrial tech level.

Charge rifle (spacer endgame)

microelectronics basics → multi-analyzer → fabrication → pulse-charged munitions

4000 + 4000 + 3000 = 11000 research points for this spacer branch alone. Needs a fabrication bench and plasteel stockpile.

Tribal starts: every Industrial and Spacer project above shows the tech-level warning on the research tab. You can still finish them — plan extra research bench time and prioritize electricity → machining → gunsmithing if raiders are bringing guns.

Research-path checker

Pick a Core craftable gun. Lists the research chain you need to craft it.

Surviving the weapons gap

  • Tribal early: recurve bow (400) is your first ranged craft. Greatbow (600) is the medieval upgrade — both use wood, not steel.
  • First gun priority: electricity → machining → gunsmithing. Bolt-action at 36.9 range outshoots bows and buys time while you research deeper.
  • Do not wait for charge rifles: assault rifle is the practical mid-game workhorse; charge weapons need fabrication, plasteel, and a Spacer project.
  • Loot and trade: until gunsmithing finishes, strip raider guns and buy steel/components. Your faction tech level does not block equipping found weapons — only crafting them.
  • Bench planning: simple research bench early; swap to hi-tech after microelectronics basics. Machining table is mandatory for every industrial gun bill.
RimWorld 1.6 · Core