RimWorld

RimWorld

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World Domination 2.0
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Mod, 1.6
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21.457 MB
Mar 7 @ 8:10am
Aug 25 @ 9:20am
117 Change Notes ( view )

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World Domination 2.0

In 1 collection by LikewiseHH
Likewise Rimworld Mods
38 items
Description
[ko-fi.com]

Successor of my World Domination mod

World Domination 2.0 = What if Rimwar and Vanilla Outposts Expanded had a child?

This mod brings World Domination to the next level. Enjoy actual Raid, Trader, Expansion, Road Builder and other Caravan Types travel the world map. Factions will try to claim World Domination for themselves and so should you.
In order to grow your Empire establish Outposts - either by sending out a Caravan to establish them or by just creating them on the ruins of conquered settlements. There is a huge range of different Outpost types. Some simply produce goods, others allow you to shoot artillery at enemy caravans or settlements and others make silver from trading with surrounding settlements.

[i.imgur.com]

A word of warning
This mod is massive. You can configure almost all aspects in the mod settings. But it will take a while to fully understand all the systems.

Per default, this mod DEACTIVATES Storyteller raids for all faction it controls. You may configure this in-game though per faction.

Key Features
  • NPC world map actions: All nonplayer settlements will perform actions throughout the day. They will either try to upgrade their settlement or expand, attack an enemy settlement (just like your outposts), launch trade caravans, build roads and fortifications or be subject to an incident reducing their strength. Actions are equally spread out over the day to save performance. Settlements will launch actual Caravans traveling the map for those actions. So raids, expansions and roads wont just appear out of thin air!

  • Outpost system: WD 2.0 introduces its own outpost system similar to Vanilla Outposts Expanded. Outposts have requirements to be established (building materials, pawn skills, surrounding settlements, biome specifics). Or you can just found an outpost for free on the ruins of a conquered settlement. All Outposts can be upgraded to e.g. boost their production or strength. Likewise, once you have 4+ pawns you may assign "Experts" boosting specific Outpost stats even further

  • Building projects: Your colony and your outpost may build roads on the world map as well as road blocks or traps. They will send out caravans to establish those buildings

  • Defending your Outposts: In WD 2.0 you can now choose whether you want to auto resolve an attack on your outpost or actually do a real defense with the garrisoned pawns on an actual map. Defeated enemies will become prisoners at your outposts and can be recruited over time

  • Tiered enemy bases: 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

  • Basic NPC diplomacy: 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.

  • Making use of allies: Make friend by gifting them goods, handing them conquered settlements or simply by buying there settlements. For goodwill you may then ask them to run an attack for you/with you or to build a road for you. To accomodate this the goodwill limit is increased to 200

  • 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.

  • Configurability: The mod is extremely configurable via its settings menu so you can tweak the balancing to your liking

[i.imgur.com]

FAQ
  • Can this be added midgame?: Yes, make a backup nonetheless!
  • Allies are coming to my colony and are not leaving: Not caused by WD, likely Factions & Territories
  • Compatible with Vehicle Raids?: Yes!
  • Where to find the controls?: There is a new Tab with the icon "WD" at the bottom opening up the main Dashboard. And on the World Map (globe) there is a small Icon "WD" at the right bottom. Aside from that when selecting a settlement, or a world tile, there are new tabs and gizmos you should familiarize yourselves with!

Compatibility
Anything introducing diplomacy, world map interactions, base generation, raid point multipliers might cause compatibility issues!
  • Faction Territories & Vassalage: Deactivate Vassalage, the rest works fine
  • Empire (Refactored): Some Overlaps that may feel awkward
  • Simple Leadership: Some Overlaps that may feel awkward
  • Economics & Demography: WD will spawn pawns that E&D does not know about. Killing them could lead to the faction being considered extinct
  • Rimwar: This is supposed to replace Rimwar!
  • Visit Settlement: HARD INCOMPATIBILITY! Settlements will disappear after you visited them
  • Vanilla Outposts Expanded: You can still build those outposts but WD will completely ignore them
  • Vanilla Base Generation Expanded (or any other base generation mod): WD will try to do the same thing and only one mod will win (based on load order!)

Thanks to player Geneva for providing the icons/textures of this mod

Published under Creative Commons Attribution-NonCommercial (CC BY-NC 4.0)

[i.imgur.com]
Popular Discussions View All (8)
8
Aug 24 @ 4:23pm
game crash after caravan event is won
GoofBall
17
Aug 14 @ 1:13pm
Friend Suggestions
Xherdos
7
2
Jul 28 @ 7:35am
Comparing World Domination Experimental to Empire mod and Vanilla Outpost Expanded + Personal suggestions
JacksoN99
1,978 Comments
2 hours ago 
i cant for some reason send caravans out
Is it okay to swap from WD1 to WD2 in a save game?
LikewiseHH  [author]
12 hours ago 
@MelissaNewmade: This is extremely odd. No variables or anything had changes. The issue simply was that I messed up inclusion and exclusion of factions in a simple if-else filter. So instead of including factions, I excluded them unintendedly. So pure code error that should not mess with save games at all
12 hours ago 
Good news, I solved the problem with a rather crude method: First, I removed the WD mod, loaded the save file, re-saved the game, reinstalled the mod, and then loaded the newly saved game. This reset all settlement levels and strengths, but now WD travelers can generate normally.
I don't know if this will have any long-term consequences, but it's better than abandoning my save file.
13 hours ago 
I've manually deleted the mods from the Steamapp folder and resubscribed, but the problem with the old save file persists; travelers other than those in the "Purification Squad" aren't spawning. However, if I start a new save file, WD spawns travelers normally. I might have to start a new save file.
Anyway, thank you for your efforts.
LikewiseHH  [author]
19 hours ago 
@Reanimator: No medieval mode. But I exposed more stuff via XML via the release yesterday so you could patch out or modify fortifications, AT turrets, roads, outpost types and outpost upgrades. There is a filter in the mod settings so factions can below for instance industrial tech don't get anti air flak for their T4 outposts
LikewiseHH  [author]
19 hours ago 
@BaguetteMan: Yes, but the base generation layouts of WD don't use items from security expanded. You can of course still build them in your colony though.
LikewiseHH  [author]
19 hours ago 
@TheChefOfChaos: Being able to pack up and relocate for free seems cheaty. I will think about how to add some cost to this without becoming annoying.

The rapid response outpost already has faster healing for offensive strength. I am think there was another bonus too but will have to check the code. Either way: That thing is supposed to be the military outpost type
LikewiseHH  [author]
19 hours ago 
@MelissaNewmade: Unlikely. I still suspect the mod simply didn't update on your end. Maybe try again. Unsubscribe. Delete the local mod files. Resubscribe.
Thank you that fixed my problem!