[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. It is inspired by Rimwar but much more lighweight. All actions performed by the mod are spread out over time and most things are just simulated simple math. There are e.g. no on map raider caravans
Key Features
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[*] [b]Raids on the Player[/b]: Having enemy settlements in your vicinity makes a huge difference now. They a) scale the strength of Story Teller raids (applying a multiplier to the raid points) and nearby enemy settlement might b) 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]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
[*] [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 the proximity. The base type affects how the base will look if you go there and how much resistance you will encounter
[*] [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. Randomize the allegiances between all factions and the player by clicking the "Factions" button on the world map screen when you pick your starting location
[*] Defender Reinforcements: 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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Optional Addons
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[*] [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3656585921]WD OutpostAfterRaidDomination[/url][/b]: This addon allows you to convert a settlement that you cover with your Caravan (i.e. actually travelling there) into an Outpost from Vanilla Outposts Expandedmy. Shipped separately because this part is INCOMPATIBLE with the popular [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3626725895]Faction Territories and Vassalage[/url] mod!
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Compatibility
There are overlaps with mods simulating world events and faction interactions. While those will not cause errors necessarily, the overlap may feel awkward in some situations. Also adding in other mods modifying raid points might feel awkward.
I added logic so vassal settlements from "Faction Territories and Vassalage" can be raided just like Outposts
Details
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[*] Check the Diplomancy/Faction Overview page. There are two new buttons allowing you to deep dive into the math and decision logic of this mod
[*] 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. Be careful where you place your base! With some 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). The radius is based on the attacked settlement!
[*] 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 once they reach 1000 strength. 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. The max strength for a T3 settlement is 1500.
[*] The base generation is mostly based on layouts from Vanilla Base Generation expanded. But this mod hijacks which settlement layout will be chosen (small camps for T1, medium settlements for T2, full blown fortresses for T3). I added some layouts for tribals so they really don't have any hightech stuff. The logic for map generation is: If the faction tech level is medieval or neolitic then use the tribal map layouts, else use the generic ones
[*] 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 simulated raids work?[/b]:
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[*] The attacking settlement checks for targets in range.
[*] For each target (hostile settlement) in range we first check for allies to help the target (i.e. the defending settlement).
[*] This may be both settlements belonging to the defending faction or settlements of an allied faction. Both need to be in range of the defending settlement as per the settings slider.
[*] Now we check for allies of the attacker. This may be settlements of the attacking faction or settlements of allies. Careful: The range check is also based on the target (i.e. on the raided settlement). Why? Because it makes sense that they should not be too far away from the target
[*] However, allies of the attacker will only support if they are hostile to the defender AND if they are also hostile to ALL of the defender's allies
[*] This determines the total strength of the attackers and the defenders. If that ratio is high enough, then the raid is launched and resolved as per the RNG logic defined in the settings
[*] ==> Tried my very best to keep the calculations lean nonetheless. This is starting to get rocket science -.-
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[*] [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]
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