RimWorld
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Rim War
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Mod, 1.2, 1.3, 1.4, 1.5
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2.377 MB
2020年9月7日 20時28分
2024年5月5日 1時47分
45 項目の変更履歴 ( 表示 )

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Rim War

解説
**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.




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Features:
- 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
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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
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Translations:

French: Xitrine
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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
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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
人気スレッド 全て表示 (70)
559
4月17日 12時52分
Bug Reports
Torann
178
5月1日 23時39分
Suggestions and New Feature Requests
Torann
16
2024年5月13日 1時45分
Barely getting raided
borde
1,959 件のコメント
Nesano 5月6日 15時30分 
Yeah, but I don't know where the sweet spot is on that particular setting. I just left it default and it seemed reasonable.
Po_Polsku 5月6日 2時43分 
im seeking for a mod that will make factions expand their terrirtory creating more bases does this mod include that? (sorry for my bad english)
rout 5月1日 8時57分 
This is the best mod. Hope we get more updates in the future!
Colezeveryepik 4月27日 9時07分 
I know it says that a new game is recommended, but will it kill my save if I do add it to a preexisting colony?
ColossalFossil 4月23日 7時09分 
@a gamer - You can install a mod that clamps the world's tech level to whatever you want it to be while you are starting out and then change it once you are established.

A crash-landed scenario doesn't work too well with Rim War if you have a lot of other mods that extend the gameplay. I created a custom scenario where I start with 6 or 8 pawns. I keep 3-5 of them at my main starting town and let the other 3 form a semi-permanent caravan right at the start of the game. The idea is that it emulates the concept of a player controlled scouting party.
a gamer 4月23日 1時43分 
it works well enough, still have to deal with raiders with marine armor (not fully armored but still) and high-tech weapons though but they were easy to deal with i guess
a gamer 4月22日 22時53分 
i just found it and made some changes, testing to see if it works though
Nesano 4月22日 11時38分 
There is a difficulty slider. Don't know how well it works, though.
a gamer 4月22日 9時20分 
my settlement is getting railed because of this mod, please add a difficulty slider for this since i do not want to experience a fully-kitted out band of pirates with charge rifles and ARs whilst only having MPs and some bolt-actions
ColossalFossil 4月12日 11時45分 
@Green King - Google it. There are literally hundreds of videos on it.