[b]This mod has nothing to do with the Empire faction added by the Royalty DLC[/b]
Post all bug reports to either the linked github or discord server.
Empire
Spread your rule across the Rimworld with self governing colonies that are loyal to you and you alone. Command them to fight in your name, and destroy your enemies.
Events will periodically influence your colonies, or your faction as a whole. You must decide how best to respond to these situations.
Your colonists will pay taxes, be it in silver, or goods. You can tell them where you want your taxes, and they will dutifully pay them. A fully customizable faction name and title allows you to put your own spin on your subjects. They can be feudal vassals, a megacorporation’s branch offices, or even a shining beacon of truth and liberty. It is all part of the greater story.
Empire Refactored
Now under new management!
[b]NOT SAVE COMPATIBLE WITH OLD VERSIONS OF EMPIRE.[/b] It's recommended to start a new game with Empire, but adding it mid-save ought to be fine.
[b]Rimworld v1.6 only![/b] Specifically 1.6.4633. Earlier versions will error when you create your faction. You'll need to update.
Refactored
This version of Empire has been heavily refactored. Old classes have been merged, reworked, replaced, or removed. Any mod whose compatibility with Empire used code, will need to be reworked.
Any mod whose compatibility with Empire depends entirely on referencing the PColony factionDef may be fine, as the def has *not* been renamed.
New features
[list]
[*] Replaced the old webby road builder with a Minimum Spanning Tree-based algorithm, resulting in much more natural-looking road networks
[*] UI overhaul - the vast majority of the UI has been reworked and updated. Previously hidden information has been brought to the fore, and tooltips reveal even more!
[*] Edicts - old, unused policies were reworked as three new categories of edicts: Social, Tax, and Military. Each edict provices faction-wide bonuses and maluses. Each category unlocks as your faction levels up.
[*] Reworked Events - Most of the existing events were reworked to give the player a choice over how they respond
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Manual Battles!
Yes, you heard that right. Manual battles are back! ...Tentatively!
I've fixed a lot of bugs with them, and they seem much more stable than before. But as a historically fragile feature, I'm going to be keeping my eye on this.
Submods and Extensibility
Along with the refactor comes far greater extensibility. Settlement and resource types are defined by XML defs now; basic resources and settlements can be created in XML alone. And if you want to get fancy, there is a handy set of extensible abstract classes to use.
Buildings have been changed as well; they can have upgrade paths, or depend on the presence of other buildings.
Adding new events or policies is possible through XML, too!
On the whole, it should be far easier to write submods without having to harmony patch everything!
Links
[url=https%3A%2F%2Fdiscord.com%2Finvite%2Fz4YSZTDUtD]Empire Discord[/url][discord.com]
[url=https%3A%2F%2Fgithub.com%2Fmatathias%2FEmpire-1_6-Continued]Empire Refactored Github[/url][github.com]
[url=https%3A%2F%2Fdocs.google.com%2Fdocument%2Fd%2F1c2XPeJsANQ359jAGOZoeGQMI4vXdxbz8GcM97iDuahU%2Fedit%3Fusp%3Dsharing]Official Guide[/url][docs.google.com]
Bug Reporting
Report all bugs on either the issues tab of the github, or the bug-reports channel in the discord. Bugs that are reported in the workshop comments are liable to be missed or ignored.
Contributors
[list]
[*] Saakra - Wrote the original mod
[*] Epistatic - Brought Empire to Rimworld 1.6
[*] Matathias - Refactored the mod and updated the UI
[*] Pecha - Updated the biome patches
[*] Midnight - Updated building icons
[*] Miriouki62 - Updated French translation
[*] CreeeesP - Updated Russian translation
[*] Erok031 - Made the faction trait icons and some of the flags
[*] Helixien - Made the mod banner
[*] MaoDetector - Has made a lot of faction flags
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Compatibility
[list]
[*] See the pinned discussion post for supported mod biomes. Unpatched biomes will default to basic production.
[*] Alpha Animals
[*] Combat Extended: You can select ammo type for settlement soldiers, they spawn with 3 clips.
[*] Faction Territories and Vassalage: Empire settlements expand your territory
[*] World Domination
[*] World Domination Experimental (for now; WDE's development pace may render this patch outdated in the future. Just keep an eye out)
[*] Vanilla Base Generation Expanded
[*] Rim War - Empire faction is a vassal. A simple patch has been made that should make the raids a bit more forgiving, but we don't officially offer compatibility further than that. [b]ATTENTION - Rim War is currently abandoned by the dev, we cannot ensure the mod will work properly with or without empire.[/b]
[*] Medieval Overhaul - The mod has a setting called "Medieval Tech Only", it limits empire tech and buildings to medieval, just know you may need submods that add buildings for variety, as most buildings come after researching industrial techs.
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Incompatible
[list]
[*] RimDark 40k - Soft Incompatible. Some of their Xenotypes won't spawn as civilians in manual battles. Otherwise, running them together should be fine.
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FAQ
[list]
[*] Empire Refactored and Vanilla Outposts Expanded are compatible -- they just won't interact with each other at all.
[*] This mod doesn't modify the Broken Empire (Imperial Faction) at all - so you don't have to worry about that.
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