2,725 ratings
Rim War
Mod, 1.2, 1.3, 1.4, 1.5
File Size
2.377 MB
Sep 7, 2020 @ 8:28pm
May 5 @ 1:47am
45 Change Notes ( view )

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Rim War

**Rim War is still it BETA and it's likely to encounter bugs or incompatibilities; if you're looking for a well balance and polished playthrough then it's recommended to wait for the 1.0 release. However, if you're interested in the concept and want to contribute to it's development then read on.**

Older versions can be downloaded here: https://www.moddb.com/games/rimworld/downloads/rimwar-v0-9-7-2

Rim War introduces global conquest where factions vie to become the dominant power across RimWorld.

Gone are the days of random bands of raider seeking only plunder and wanton destruction; factions are now in a race to exert their influence across the RimWorld through mobile armies, trade caravans, base settlement, and diplomacy. Arise from the ashes of your unfortunate circumstances and use all the assets at your disposal to become a powerful influence across the globe.

Armies (warbands and scouting parties), settlers, and caravans for all factions can now be seen on the world map and will have practical purposes, destinations, and associated events. Existing events such as raids, trader caravans and more are all generated by AI action and represented as an icon on the map. The more combat power a settlement has, the more difficult raids or wealthy caravans a faction settlement can generate.

Rim War introduces a new winning condition to defeat a rival faction

Overall faction power is a composed of settlements, warbands, scouting parties, and settlers and the amount of faction power determines the size and strength of armies, caravans, and settlers that AI faction can generate. Defeating an enemy army, gifting, or trading with other factions directly affects their faction power. Faction interaction matters - form alliances, subjugate the weak, and destroy dangerous enemies across the world to create winning conditions.

Factions will interact with each other to form alliances or declare war. Take advantage of warring factions and strike while they are weak; or declare an alliance with a friendly factions to fight your wars for you.


- Adds new global map objects: Warband, Scouts, Trade Caravan, and Settler
- These map objects trigger events and replace several storyteller events like raids and caravans; for example, if a Warband from a hostile faction enters the players settlement, it triggers a raid
- Does not interfere with 'quest' related events
- All global map objects are assigned combat power; this combat power determines the power of the associated event
- Adds a new Victory condition to defeat a rival faction (completely wipe them off the map!)
- Adds new map sizes (land coverage) when starting a new game
- All factions are assigned a behavior (Warmonger, Aggressive, Cautious, Merchant, Expansionist) and will focus on actions that compliment their behavior
- Factions will interact with each other and develop their power by establishing trade, assaulting other AI settlements, or establishing new settlements
- Adds diplomacy actions for War and Alliances which shape the actions a faction will perform
- Adds a challenging new game condition to start hostile or at war with nearly all other factions

Road map:
Refine AI behavior and balance
Empire mod compatibility and interaction
Various performance Improvements and "Fog of War"
Strategic map locations - outposts, roadblocks, resource mines, air bases, etc
More and better diplomacy actions - espionage, faction requests, vassal states, AI collaboration
Rim War related quests - alliance quest, faction relation building, war assistance


French: Xitrine

Mod compatibility:

Empire - compatible:
- Player settlements are recognized as "vassal" factions to the player
- Vassal states are able to generate units at the direction of the player
- https://rimworld-empire-mod.fandom.com/wiki/Rim_War_Guide

Faction Resources - replaced by features in this mod. Rim War uses a unique resource/point system assignment for every map object, and every faction has a power rating based on the cumulative power of all map objects in their factions. Events are driven by the combat power associated with each map object (eg a Warband with 1000 combat power generates a much larger raid than a Warband with 100 combat power)

Preemptive Strike - incompatible and unnecessary to run both mods simultaneously. All Raids and Caravans are associated with map objects, so you can always see raids or caravans coming (and even raids or caravans between AI factions).

Dynamic Diplomacy - many similar features, unnecessary to run both mods. Faction interaction in Rim War occurs as a result of actions performed by objects on the map (eg an AI faction capturing the settlement of another AI faction would only occur after a Warband or Scout party was dispatched, traveled to, and defeated the other faction's settlement).

Faction Interaction - no known incompatibilities at this time; both mods should run together without issues

My Little Planet - compatible!
Faction Control - compatible, but will "stack" settlements on top of each other when faction count is high and a small planet coverage.

[KV]Faction Control: no known issues

Admin notes:
This mod is still a "Beta" version since the quantity of metrics needed to fine tune the AI behavior and power requires more testing than I can do myself. To this end, I've added several discussion threads to provide feedback on balance, bugs, and new features. Please make use of them and I look forward to your feedback.

**Optimization troubleshooting is still needed - if you're able to assist in identifying the methods causing slowdown then please join the discord and share your findings.**

A new game is recommended.
Dependencies - Harmony and Hugslib must be loaded prior to this mod.

Discuss the mod on Discord: https://discord.gg/WsY4UBE

Like the mod? Consider showing your appreciation by buying me a coffee! https://ko-fi.com/torann
Popular Discussions View All (66)
Jun 17 @ 5:31am
Bug Reports
Jul 12 @ 4:53pm
Suggestions and New Feature Requests
May 13 @ 1:45am
Barely getting raided
CrispyCthulhu Jul 2 @ 4:33pm 
Does rimwar effect hidden factions? Like the cult faction from Anomaly and the Mechanoid hive
XyTheur Jun 29 @ 11:06pm 
@Molus You settling on an island probably explains it. No way for enemies to get to your settlement. Only fix is to settle on the mainland.
Moluscobêbado Jun 29 @ 3:45pm 
i settled an island and i literally am 6 years ingame on a medieval modpack and never got raided, only by manhunting animals, i guess it has something to do with the new raiding system with this mod, anyway i can fix this?
TheWageGap Jun 26 @ 12:17pm 
Idk has anyone noticed that when I launch Warbands etc., it does not actually cost anything else but a bit of Goodwill?
KeKc Jun 25 @ 12:22pm 
why am i still getting raided from random storyteller events? i thought the whole point was that the raids are supposed to be coming from other factions and not just randomly spawn like in the base game???
Danny DeVito Jun 18 @ 10:56am 
Good mod, dont know if its just me though but the Story teller doesnt track ai raiding bands so i get 3-4 raids back to back every couple days.
Jet Jun 11 @ 8:12pm 

Getting a few rimwar related errors
RIMWAR: [OFFTHREAD] error in length at [Ref E4343890]
at System.Array.Copy (System.Array sourceArray, System.Int32 sourceIndex, System.Array destinationArray, System.Int32 destinationIndex, System.Int32 length) [0x000c3] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1[T].set_Capacity (System.Int32 value) [0x00031] in <eae584ce26bc40229c1b1aa476bfa589>:0
Pengus Jun 7 @ 5:28am 
History spam makes the game basically unplayable the way i want it to be which sucks because i love this mod. In addition, non of the warbands that attack my colony actually attack, making this mod essentially pointless. We had a good run
Pengus Jun 7 @ 5:06am 
@Morcalvin your game will break.
kev675243 May 25 @ 9:57pm 
an entire faction's settlements has been eliminated, but for some reason I can still contact them