2,114 ratings
Preemptive Strike
Mod, 1.0
File Size
2.307 MB
Oct 15, 2019 @ 12:02pm
Nov 25, 2019 @ 9:38am
10 Change Notes ( view )

Subscribe to download
Preemptive Strike

If you like my mod, plz give me a and ! This is really important to me!
Mod Name: Preemptive Strike
Chinese Name: 先发制人
Author: Dr.Carl (Steam Account) / DrCarl (Ludeon Forum) / Carl_general(贴吧) / DrCarlLuo(GitHub Account)
Prerequisite Mod: None
Supported Languages:
 - English
 - 简体中文 Simplified Chinese
 - Español Castellano Spain Spanish (by @mora145)
 - Español Latinoamérica Latin America Spanish (by @mora145)
 - 日本語 Japanese (by @Proxyer)
 Translations are very welcome! If you want to contribute a translation, just send me a pull request on my GitHub repository. Or you can just contact me directly and send the translation files to me if you don't know how to use Git or Github.
GitHub Repository[github.com]
Ludeon Forum Thread[ludeon.com]
1. Many many thanks to @Iron Chaos for the fantastic tower graphics!
2. Some features in this mod are inspired by the mod Spotted by TGPArcher
3. Some textures and UI icons are from some online sources. Their credits are noted in the file “ThirdPartyAttributions”. You can find it in the root folder of this mod.
4. Some textures are modified from the vanilla Rimworld art source by Ludeon Studios.
License: You can browse, modify and reuse my code as you wish (source code is in GitHub repository), but please give me credit.
Brief Description
This mod can be counted as a small overhaul of the spawning mechanism of the vanilla raid and other incidents. When raids, manhunter packs and other incidents are triggered, the enemies will no longer be like “teleported” to the corner of your colony while none of your colonists are able to notice their incoming, as if your enemies are using a jump drive or something (Psi Jump for tribal raiders, I guess?). Instead, in this mod, each time a group of people or a herd of animals are going to “visit” your colony (whether they are hostile or not), they will be spawned as a real entity in the world map and move towards your colony. During their march to your colony, you can use various facilities and techs provided by this mod to detect their incoming, so that your colonists can be well-prepared for the incoming threat.
With this mechanism, during your enemies’ incoming, you can also conduct your “pre-emptive strike”. You can use your comms console to contact them actively, bargain with their raid goal (in this mod, every raid is assigned with a raid goal), succumb to their demand, or raise the morale of your colonists by insulting your enemies. All of these are achieved by letting your colonists with high social skills to negotiate through persuasion, intimidation, or beguilement. Of course, you can even fight outside your colony and defend your colony a thousand miles away.


Since several new mechanisms and features are introduced by this mod, if I don’t explain it clearly, you will be at a loss when using my Mod. So, I will give you a detailed introduction to this mod:
(Because there is a character limit in the description, I have to put text in pictures. If you can't see the pics clearly, right-click it and open it in a new tab)

1. Reconnaissance Mechanism and Colony Security Report

2. Reconnaissance Facilities and Techs

Now that we have this reconnaissance mechanism, this mod offers various ways to extend the vision range and detection range of the colony. Five reconnaissance facilities are provided in this mod:

3. Raid Goal and Negotiation with Enemies

(4) An existing problem in the mechanism above

I'm Currently Working on...
- Solve the problem in part 4 above, so that you can conduct real "preemptive strike" by attacking your enemy outside your colony.

- Can this mod be added to an existing save
Yes. However, removing this mod from an existing save is not recommended. If you really have to remove this mod, make sure there is no incoming incident caravan to your colony. You can do this by opening the debugMode in modsetting of this mod, so that you can see all the incident caravans even if you haven't detected it.
- Is this mod CE-compatible?
100% compatible. I also play CE all the time.
- Is your mod able to predict and detect some incidents from other mods?
It depends. If the author of that mod implements this by adding a brand new incident, my mod is unable to predict it, but it will work fine in its vanilla way and basically won't cause any issues. However, if the author made it by modifying/inheriting an existing vanilla incident, chances are that it MIGHT be predicted, but on the other hand, this also MIGHT cause errors and incompatibility. See the compatibility info below.
- You said in your brief introduction that we can form a caravan and fighting the enemy outside of the colon, but I didn't see this feature in-game?
Yep, I implemented this feature, but currently I disabled it, because as I mentioned above in the part 4 of my introduction, sometimes the enemy caravan is unreachable. So, I will enable this feature in my next update.

Known Issues
All the known bugs are listed in the following thread and of course I'm doing my best to fix them.
Also, if you encounter any problems when using my mod, please leave a comment in the following thread.
Bug Reporting Thread

Compatibility Issues are listed in this thread:
Compatibility Issue Thread

Latest Update:

Complete Update Log
Popular Discussions View All (11)
Dec 26, 2021 @ 3:05pm
PINNED: Bug Reporting Thread
Aug 3, 2021 @ 1:37am
PINNED: Compatibility Issue Thread
Oct 16, 2019 @ 7:17pm
[solved] Some UI flickering encountered
Pumpkin Mar 1 @ 4:58am 
cant install telescope on my watch tower :( i got one from merchant but is saying im missing upgrade material
19Peej Jan 13, 2023 @ 7:00am 
Thank you!!
Maballs Dec 1, 2022 @ 10:41pm 
Would be nice if you stated the current supported version at the top of your description....
GG Nov 2, 2022 @ 12:45am 
Martinsuki Apr 22, 2022 @ 5:55am 
any chance for an update?
Stolkans Apr 14, 2022 @ 10:18am 
Hello, I don't know why but this mod seems to crash my game and stuck it on the loading screen. Might be some incompatibility but I couldn't pinpoint what other mod was involved.
Bepiss Apr 10, 2022 @ 12:00am 
JessieFeathers Oct 3, 2021 @ 10:00am