RimWorld

RimWorld

486 ratings
Faction Resources
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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412.339 KB
Feb 24, 2020 @ 2:08pm
Apr 21 @ 10:19am
40 Change Notes ( view )

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Faction Resources

Description
Unlisted due to bugs that popped up with the last couple Rimworld updates. No game breaking bugs but there will be times where resources will not be added or subtracted at the appropriate times.

If you'd prefer a lighter-weight alternative, try my new mod Faction Raid Cooldown.

If you want a rather ambitious replacement, try Rim War instead.


Original Description
The goal of this mod is to make the factions feel less like infinite enemy spawners and more like actual factions in the world. If a faction sends a huge raid at you and you kill most of them, they will suffer massive losses and be unable to send another large raid for some time.

This is only applied to factions that have settlements in the world. So mechanoids, insects, or any other 'hidden' faction are not affected.

Designed to be used with my other mod, Enemy Self Preservation, but can be used standalone.


Mechanics
Factions how have resources they spend when they spawn groups of pawns. This applies to most scenarios where pawns are spawned, so that includes raids against your settlements, your attacks on enemy settlements, caravan ambushes and so on. Factions without enough resources should be automatically excluded from events, however if a faction is forced to spawn pawns for some reason and they don't have the resources for it, they will be allowed to spawn a single pawn to avoid anything breaking.

When a pawn leaves a map of it's own free will the resources that were spent on the pawn are refunded, minus a percentage based on its current health. If a pawn gets shot up badly but manages to limp away, the faction will only receive a small amount back.

This also applies to friendly factions. So if a trading caravan shows up at your door, the faction had to pay for it with a significant amount of resources which they will receive back when the caravan leaves... unless of course something happens to them.

A faction's maximum resource capacity is based on how many settlements they currently have, plus a multiplier based on their tech level and a little bit of randomness. In general, the higher the tech level, the higher the maximum capacity. If a settlement is destroyed, their maximum capacity suffers.

Every in game hour every faction will receive a small amount of resources based on their maximum capacity, their tech level, and your chosen difficulty level. In general, the lower the tech level, the faster they regain resources. It is easier to acquire a club than it is to acquire an assault rifle after all.


Extra Features
  • Customizable: Each faction has a multiplier for their resource capacity that can be adjusted at anytime on the settings screen if you feel a certain faction should have more or less resources. Adjusting the capacity will also recalculate all other values.
  • Exclude factions: If you have a certain faction that you don't want to use the resource system, they can be excluded from the settings screen and they will operate like a vanilla rimworld faction.
  • The message that appears when a faction receives a refund for a pawn exiting a map can be disabled.


Compatibility
  • Not compatible with Rim War: Use Rim War instead of this mod. Rim War has its own system similar to this mod, using this mod with that one will have undesirable results.


Feeling generous?
[ko-fi.com]
426 Comments
blackrave Nov 10 @ 7:18pm 
So what is the state of this mod.
It works? Doesn't work?
Or works sometimes?
Ionfrigate12345 Jun 14 @ 12:23pm 
@Lachy Distance based calculation is very performance consuming. I dont think thats a good idea.
Lachy Jun 10 @ 9:47pm 
"A faction's maximum resource capacity is based on how many settlements they currently have"
This means playing on a 50% map is harder than 30% because all the settlements globally are one giant pool of resources?
If that's true, then surely it should be based on settlements in a radius of actual travel time of x days.
FlareFluffsune Jun 8 @ 2:16am 
Is there any chance to add a button to increase/decrease all factions resources at once. And maybe add CTRL/SHIFT modifiers to increase by 0.5/1/10 at a time perhaps?
Daimyo May 31 @ 2:08pm 
Hey Murmur, commented on your other mod too, do you have your code posted online for others to build off of and credit? I think there is a huge demand for this mod. Everyone was hoping Anomaly DLC was the world map/faction/caravan DLC that would develop those systems more.

Does this mod take into the vanilla threat cap, like if a faction generates 50,000 points, will it only ever spawn 10,000 threat raids?


This one even links your mod:
https://www.reddit.com/r/RimWorld/comments/1cfqz9c/is_there_a_mod_that_makes_other_factions_hurt/


4 days ago:
https://www.reddit.com/r/RimWorld/comments/1d23fv4/why_raiding_on_rimworld_is_awful/
Imperial May 18 @ 10:22am 
@Murmur; very focused and intelligent mod, should be part of vanilla, my respect for identifying and focusing on adding this common sense thing in a simple manner. Quick q-

AI 1 loses all pawns in a fight against AI 2. Is there a cool down applied on AI 1 for any hostile activity vs. the player? Is the cooldown applied to AI 1 vs. other AI?
Murmur  [author] May 4 @ 11:23am 
Yes, but the other mod increases their cooldown when you attack them and kill them, which has the same effect as lowering their resources.
Goose May 4 @ 11:21am 
well doesnt this mod also allow you to go lower their resources by going and attacking them as well?

EITHERWAY TY ill probably get the other one then just for a smoother experience
Murmur  [author] May 4 @ 10:59am 
Basically in both mods, you kill an enemy, the faction takes longer to raid you again depending on how many enemies died. This mod calls it resources, the other mod calls it a cooldown. Yes there is a little more to this mod than that but at the end of the day both mods have the same effect. I would recommend that one over this one, yes.
Goose May 4 @ 10:54am 
@Murmur, you think so? this adds resources and such, all the other one does is add a cooldown. Seems pretty different? Do you recommend i use the other one over this?