Use the [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3680501610]World Domination Experimental Branch[/url][/b] for the latest features. I had to rework lots of things which are causing save game incompatibility. Leaving this branch as is for that reason!
[img]https://i.imgur.com/QfgfIqH.png[/img]
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Flikewisehh][img]https://i.imgur.com/8yGwAny.png[/img][/url][ko-fi.com]
Mod goal and philosophy
The goal of this mod is to add Total War like functionality to Rimworld without sacrificing performance. Settlements will launch Caravans to raid, expand or build roads. It is inspired by Rimwar but much more performance-friendly and it introduces a ton of cool stuff for Outposts from Vanilla Outposts Expanded.
Key Features
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[*] [b]NPC world map actions[/b]: All nonplayer settlements will perform actions throughout the day. They will either try to grow (increase their strength or expand), attack an enemy settlement (just like your outposts & vassals) or be subject to an incident reducing their strength. Actions are equally spread out over the day to save performance. Settlements will launch Caravans traveling the map for those actions. So raids, expansions and roads wont just appear out of thin air!
[*] [b]Tiered enemy bases[/b]: Each nonplayer settlement has a tier and a type now (logging, mining, slavery etc.). Higher tiers mean more raid points. So does their proximity to you. The settlement type affects how the base will look if you go there and how much resistance you will encounter
[*] [b]Raids on the Player[/b]: Having enemy settlements nearby scales the strength of story teller raids. Moreover, nearby enemy settlement might launch additional raids on your base. Your influence radius can be visualized by clicking your Colony on the world map. And the raid point multipliers of each faction can be seen on the factions/diplomacy screen.
[*] [b]Basic NPC diplomacy[/b]: Non player factions may start a war with each other or become allies. The world leader will suffer from handicaps. Weak factions may form alliances against them. And the underdog benefits from buffs.
[*] [b]Outpost enhancements[/b]: Outposts require food now. They can build roads and they can also launch attack caravans at enemy settlements
[*] [b]Defender Reinforcements[/b]: When attacking an enemy settlement, nearby allies will reinforce it after a couple of minutes. The stronger the allies, the stronger the reinforcements. The closer they are, the more quickly they will arrive.
[*] [b]Configurability[/b]: The mod is extremely configurable via its settings menu so you can tweak the balancing to your liking
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Recommended mods
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[*] [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149]Vanilla Furniture Expanded - Props and Decor[/url][/b]: Makes generated enemy settlements prettier
[*] [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3667525071]Auto add Pawn to Outpost[/url][/b]: With this mod pawns will be automatically added to an outpost when their caravan arrives at an outpost (Quality of Life)
[*] [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3676122231]Caravan Skill Sort[/url][/b]: Shows a skill like "Mining" on the form caravan screen. Allowing you to easily pick suitable pawns to send to an outpost (Quality of Life)
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Compatibility
No hard incompatibilities have been observed. However, anything affecting the following areas may feel awkward and lead to funky results: Base generation, Raid point Modification, Diplomacy changes, World Actions
I added logic so vassal settlements from "Faction Territories and Vassalage" can be raided just like Outposts
Details
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[*] Open the "WD" tab at the bottom so understand what is going on in the world
[*] The raid multiplier per faction is affected by settlements in the influence radius of the player's colony. The closer the settlement, the higher the impact. The higher the Tier level of the settlement, the higher the impact. With several enemy settlement nearby, the raid points may get out of control quickly when they attack! Click your base on the world map to see its influence radius
[*] The strength score of a settlement affects its chances to win a simulated raid against other settlement. If a settlement attacks, it will also pull in strength from allied neighbors. Likewise the defenders will use the strength of allies in their vicinity (radius configurable both for attackers and defenders). Raiders will have to travel to the target losing strength over time!
[*] If a Tier 1 settlement reaches 500 strength, it will try to upgrade to T2. This is only possible though if there are at least two more T1 settlements around. If there are none, then the settlement will try to expand instead. The same applies for T2 settlements trying to upgrade to T3 and T3 to T4 once the threshold is reached. There is also a limit in terms of how many settlements of which tier may spawn in a certain radius (of course configurable in the settings)
[*] If a settlement falls under those thresholds due to an incident, it will be downgraded again. Should it fall under 0, it will be destroyed. Falling under the thresholds because of launching an action like a raid, will NOT trigger a downgrade
[*] The base generation is mostly derived of layouts from Vanilla Base Generation expanded. But this mod hijacks which settlement layout will be chosen (small camps for T1, medium settlements for T2, towns for T3 and fortresses for T4).
[*] To perform actions like "Sabotage" or "Spread Disinformation" or "Fortify Action" move to a cell directly [b]next[/b] to a NPC settlement (do not move to the settlement directly!)
[*] [b] How do Outposts from Vanilla Outposts Expanded work:[/b]
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[*] They get strength from the pawns garrisoned there
[*] A 0/0 shooting/melee pawn adds 50 strength
[*] A pawns with either 20 shooting or melee adds 200 strength
[*] [b] The gear of the pawns does not matter!!! [/b] but only the max from melee/shooting skill!
[*] Outposts can be attacked using the same math like for any other world raid
[*] Outposts can also launch attacks. Click and outpost and click the button/gizmo. When successful, you may convert the ruins to a new outpost
[*] If they get destroyed, you obviously lose all pawns stationed there
[*] There is a 50 % likelihood that the raiding faction will start a new T1 Settlement on the ruins
[*] If the outpost is damaged, it will recover 50 strength per in-game day until it reaches its max strength again
[*] Thus, outposts are no longer an endless money making machine. Either tug them away out of reach or staff them with capable fighters.
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A collection of all my rimworld mods
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3554618789]https://steamcommunity.com/sharedfiles/filedetails/?id=3554618789[/url]
Published under CC BY-NC-ND 4.0 (Attribution-NonCommercial-NoDerivatives)
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