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RimMerit - 邊緣軍功



Whether it's tribal raids, mechanoids, or infestations—late-game raids can become a repetitive chore. Once your colony is swimming in resources, the materials and corpses they leave behind just aren't worth the hassle.

Now, every enemy killed grants Military Merit. This merit is the currency for promotions, specialized training, and deploying to wars. Remember: you must first build a Merit Board (found in the "Misc" tab) and "Enlist" your colonists/slaves before they can start accumulating merit.

1. Kill Merit System

Confirmed Kills: Kills that the system can clearly attribute to a specific soldier.

Team Kills: Kills where the specific contributor cannot be determined.

Performance Optimization: Merit is only distributed once the map is clear of enemies. You wouldn't want to hold an award ceremony in the middle of a raid... right? This prevents thousands of calculations during heavy combat, ensuring your FPS stays stable when you need it most.

Merit Distribution: From 100% total merit earned:

4% to Generals, 4% to Senior NCOs

5% to Field Officers, 5% to Master NCOs

6% to Company Officers, 6% to Junior NCOs
The remaining 70% is awarded to the soldier responsible for the Confirmed Kill.

※ Note: To discourage high-ranking officers from reckless front-line charging, kills by Majors, Sergeant First Classes, or higher are always treated as Team Kills.

2. Rank System

Slaves and Colonists can climb the ranks from Recruit to Private, Private First Class, and Specialist. Each promotion resets current merit—you must prove yourself anew for the next rank.

Once reaching Specialist, a soldier can choose their career path: attend NCO Training to become a non-commissioned officer, or Officer Training to lead. Alternatively, they can remain a veteran Specialist, continuing to hone their combat skills without the burden of command.

Soldiers/NCOs: Focused on combat prowess with significant stat bonuses.

Officers: Focused on command and battlefield skills (Skills currently in development).

3. Training System

While junior ranks only require merit to promote, higher ranks require formal education.

For example, promoting from 2nd Lieutenant to Captain only requires merit. However, to reach Major, you must complete the Major Regular Class. Training consumes all current merit; higher merit increases your chance of success, though the performance of your training cohort will also influence the outcome.

4. War System

Any soldier (except Recruits) can be deployed to external campaigns. Victories grant massive merit rewards and Battlefield Commendations. Be warned: failure can result in soldiers being wounded, captured, or killed in action.

5. Medal System

Merit can be used to award various medals. These are categorized into Attack, Defense, Utility, and Professional types, providing unique stat boosts to your soldiers.

6. Ceremony System

Promotions for NCOs/Officers and the awarding of medals require a formal ceremony.

Ceremonies require preparation time, which is influenced by the material and quality of your Merit Board.
Example: After scheduling a promotion, you may need 20 hours to prepare. Once ready, you have a 12-hour window to start the ceremony, or the order expires and must be rescheduled. A Host (the colony's highest-ranking officer) and the Recipient are required, and Observers can be assigned for mood bonuses.

7. Soldier Handbook System

Every enlisted soldier carries a Soldier Handbook. It records their entire military service: current rank, total merit, enlistment and promotion dates, medals earned (and their effects), and campaign history.

8. Customization & Others

Modify Rank Icons and Text:
I welcome players to create sub-mods or patches! You can replace the files in Textures\MeritRanks to use icons from your favorite country's military.
To change rank titles, edit the Languages\...\Keyed\RimMerit_Rank.xml. These systems are designed to be 100% compatible with custom assets.


If you enjoy RimMerit, feel free to buy me a coffee:
[ko-fi.com]

Support via Afdian (China):
前往愛發電 (Afdian)[ifdian.net]


I’ll be honest: I don't know how to code. This mod was created entirely through "Vibe Coding" and AI collaboration. If that makes you nervous, please download with caution.
However, I have strictly avoided heavy "Tick Scans." Most logic uses interval-based Tick Timers (every 1000 or 2000 ticks), so the performance impact is minimal.

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