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Continental Rise

[b]Continental Rise: Living Planet[/b] World-scale geopolitics + population + tech simulation [hr] [b]What this is (TLDR):[/b] Continental Rise runs a persistent “world is alive” simulation for every faction. Factions grow, collapse, merge, splinter, vassalize, revolt, advance their technology, and wage wars you can physically walk into. In the background, they behave like an Age of Empires–style strategy game, meaning factions actually expand and change over time instead of remaining fixed where they spawned. You’ll even see caravans traveling across the map as new colonies are founded. [b]What this is NOT:[/b] • Not a small tweak mod. • Not “set it and forget it.” • Not guaranteed compatible with your 400-mod forever save. • Not guaranteed to not explode (it’s trying very hard though). [b]Big, important warning (please read):[/b] This is a [b]work in progress[/b]. It is [b]not fully playtested[/b] across every feature path. I am releasing because it’s “ready enough to be useful,” but that also means: • Bugs are possible. • Harmony conflicts are possible. • Weird interactions with other mods are possible. If you care about a long-term, sacred, never-breaks playthrough, don’t install this mid-campaign and then act surprised when the world starts doing world-scale things. [hr] [b]Core features[/b] [b]✅ Shadow Registry (compat-first design)[/b] Instead of rewriting every faction or touching your modded races, Continental Rise keeps a parallel data layer (“Shadow Registry”) keyed to each faction. That’s how it can simulate basically anything without assuming vanilla-only content. [b]✅ Population-driven raids + real losses[/b] Raids and faction strength scale off simulated manpower and a calculated [b]Combat Value[/b] that audits bio stats, gear, skills, ideology, and “how good they are at not dying.” Also: when pawns die or settlements fall, the sim remembers. No infinite clown-car empires. [b]✅ Tech evolution over time[/b] Factions can progress through tech eras and start showing up with gear that matches what they’ve become… not what they were 8 years ago when world-gen happened. [b]✅ Geopolitics loop[/b] • Expansion via “budding” when settlements hit population thresholds • Dynastic unions (alliances that actually fuse) • Internal tension, stability, “administrative rot” at high population • Fragmentation into remnants and multiple paths back to unification [b]✅ The God Emperor system[/b] At world-gen, one faction becomes the [b]God Emperor[/b]. They vassalize weaker factions, project “hegemonic stability,” and can collapse spectacularly when prestige breaks, triggering rebellions and a major political reset. [b]✅ The Ledger (world UI)[/b] A world-view tab that acts like a historical chronicle and status board. You can read major events (unions, collapses, wars, warnings) and track what’s happening beyond your map. [b]✅ Active Warfronts you can visit[/b] Some conflicts become world sites (“clashing swords”). If you show up, you get a real mid-combat map with forces scaled from the simulation, plus the aftermath and loot. [b]✅ Comms Console meddling[/b] You can spend silver to stir dissent, fund instability, and generally do the “totally ethical diplomacy” thing. [b]✅ Celestial Alignment (late-game world reset event)[/b] If the world fragments too hard or enough time passes, a major cataclysm can trigger: • 15-day warning countdown • Great Peace (raids freeze… except what’s coming) • A pitch-black siege event featuring the Subterranean Horde. Inspired by the movie Pitch Black, this event also serves as a safeguard: if the mod begins to get out of hand and causes excessive lag, the event will automatically trigger as a form of regulation. • Post-event pruning and reshaping of the world’s political state [b]✅ Settings + debug tools[/b] Sliders for growth/caps/cataclysm frequency, and dev tools for forcing events (because testing this beast without buttons would be a crime). [hr] [b]Performance / compatibility notes[/b] • The simulation is designed as a “sidecar” system and tries to avoid stomping vanilla data. • It runs on a multi-threaded WorldComponent with main-thread sync for world actions. • That said: patches touch raids, pawn generation, faction presentation, storyteller weighting, and world UI. So yes, some mod lists will argue with it. Loudly. [b]Suggested use:[/b] • Start a [b]new save[/b] if you’re cautious. • If you add mid-save, do it knowing the mod will retro-scan and may shift the world’s balance fast. • Don’t put this into a “forever save” unless you’re cool with living dangerously (and making backups). [hr] [b]Current status[/b] [b]Version:[/b] 1.0 (RimWorld 1.6) [b]State:[/b] Public release, active development, ongoing tweaks, and more features coming. If you hit errors, grab logs, tell me what happened, and please include your mod list. If your save catches fire, at least let it be a documented fire.