Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
in a15 and a16 this mod had rep loss on NPC deaths on your map to balance out all the extra ways the mod adds to build up that rep and to curb certain exploits. I guess the exploit curbing introduced by that mod was made vanilla in a17 without the ease of building up said rep.
Say country W sends over a trade delegation to country Y, along the way inside country Y this trade delegation is attacked by bandits.
Diplomacy would break down a bit even IRL, because it would be hard to determine who attacked the group so by default the trade delegation will hold the country Y liable even if they didn't actually attack them.
It doesn't work so well in Rimworld but I can sort of understand the logic. Plus it stops the player from calling in trade caravans to steal the goods then execute the caravan without consequences.
There were already mechanics in place to prevent that. If your pawns or turrets kill NPC pawns you get hostile with the faction instantly. If you try to trap their pawns on the map by walling them in, they break through the walls. The only way to kill a trade caravan without getting a faction hit before was to use controlled fire and burn them alive. Beyond that any other cause of death is going to be accidental or beyond the players control, so this mechanic is stupid and makes no sense. I mean he even stopped the exploit of playing on a super cold map and having caravans come in and freeze to death before reaching you by implementing a "safe temperature" range for friendly events.
Even though I was not directly involved - no traps/turrets and none of my guys fighting - I was still penalised 15 points of faction good will.
So I saved the game, edited the faction goodwill back up to the original amount, and then reloaded to keep playing.
I can understand it if they die to my base defences, or to my pawns really poor shooting, cause that would be my lack of care for their wellbeing but being penalised for wild animals attacking them is just totally unfair.
They had not yet arrived at my base so as far as I am concerned they are not under my protection yet.
In your example my ambassador was killed by terrorists en route to the other country but had not yet arrived so it's not the destinations country fault. I would blame the terrorists and not the country I was traveling to :P
Nope in my case they were still enroute to my colonies waiting area and hadn't actually reached my base yet.
No it hasn't been that way for a while. I played a lot of A16, including some super frigid maps where I force spawned caravans in (as part of the scenario) and they would usually have a few pawns freeze to death on my map with no rep hit. I also tested manhunter packs and raids killing caravans in A16 and there was no rep hit. The only way you lost rep from caravan deaths in A16 or earlier was if your pawns directly caused the deaths.
People are also confirming some cases in A17 where mechanoids and bugs are killing caravans and they aren't losing rep. So it's not as simple as "any source other than infighting."