RimWorld

RimWorld

3,032 ratings
More Faction Interaction (Continued)
24
4
26
11
7
6
3
3
8
6
6
5
5
4
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.365 MB
Jan 30, 2021 @ 12:09pm
Sep 27 @ 11:38am
26 Change Notes ( view )

Subscribe to download
More Faction Interaction (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
975 items
Description

Update of Mehnis mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1454024362

- Updated by Taranchuk
- Commissioned by Spark7979
- Updated as is, have not been tested with other mods than those listed below. Please report if any mod is not compatible.
- Added german translation, thanks Erdnussbrot!
- Added Czech translation, thanks FubarXS!
- Increased the time modifier for faction interaction max-value to 10
- Added option to disable Annual Expo since it seems to cause issues for some users
- Added option to exclude trade caravans from the faction interaction changes

- Reported to work with Dynamic Diplomacy and the 'Vanilla Expanded' factions series. Thank you Black Goat.
- Seems to work best loaded at the bottom of the mod-list

Regarding getting too many caravans: (via Black Goat)
” MFI increases probability of trade caravans arriving based on faction goodwill. This is working as intended but I suspect this feature can be compounded to an unwanted degree for players using a lot of faction mods and/or by using Dynamic Diplomacy with certain settings.

My recommendations for people who play with MFI + DD or faction mods would be to increase the "Time modifier for faction interaction" slider in the MFI mod settings menu from 1 to 3 and to disable the "Allow Alliance" and "Allow permanent enemy factions to change relationships" options for DD. ”

- Another solution for the trader-spam is to use my mod Ask before enter



[discord.gg]
[github.com]


Adds more interaction with and between factions, bringing the world to life.

Meaningful faction relations
- Build up trust and factions will reward you
- Cement relations by inter-faction marriages
- Help factions recover from various setbacks
- Factions may call upon you for labour
- Favours for favours
- Increased rate of world events

Trade improvements
- Specialised traders desperate for certain goods
- More frequent traders, if you treat them right
- Traders get richer as you build up trust
- Traders bring higher quality as relations increase

A living world
- Pirates spread out and grow outposts
- Pirates can demand tribute if they're close by - destroy their outposts!
- Show off your skills at the yearly exposition. Maybe you'll do well and be invited to host next year?
- Roadworks. To strengthen ties and increase trade, your allies can build roads as a nice silver sink.
- Squatters! Someone found a use for an old deserted settlement.

Warring factions
- Unrest is brewing between two factions! Will you pick a side, stay neutral or profiteer?

TL;DR: More events
- Diplomatic marriages
- Reverse trade requests
- Bumper crops
- Hunter's Lodge
- Pirate extortion
- Mystical Shaman
- Annual Expo
- Squatters
- Roadworks
- Faction WAR

Credits
- SerpyDerpy, preview image and art.
- Brrainz, Harmony.
- XeoNovaDan, rubberducking and testing.
- erdelf, erdelf.
- ShotgunFrenzy, art.
- Halno, art.
- Ian, text revisions.
- My testers. You know who you are. Thanks to Eviltrick[twitch.tv] in particular.

Shoutout to Albion of Sparkling Worlds, for the inspiration and support.

Languages
- Japanese, courtesy of Proxyer
- Russian, courtesy of Djeban74/Reasonable Max
- Chinese (Simplified), courtesy of =O.W.L.S=o_Onion and publicuser
- Polish, courtesy of pawelik001
- Spanish, courtesy of CANALETA
- Spanish (Latin), courtesy of CANALETA
- French, courtesy of jerlotrie
- Italian, courtesy of EvaineQ

Want to help translate this mod in your language? Check out the "Pirate" folder inside the Languages folder on GitHub for all up to date strings.

Links
- Ludeon: https://ludeon.com/forums/index.php?topic=35832

Compatibility
- Yes you can add it to an existing save. Use a new one for best results, but it'll work on your current run. No, you can't remove it from an existing save.
- Yes it's compatible with Hospitality.
- Yes it's compatible with Roads of the Rim. MFI treats roadworks as a silver sink, with Roads of the Rim you're more involved.
- For compatibility with Zetrith's multiplayer mod, you need https://steamcommunity.com/sharedfiles/filedetails/?id=1629973374


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: faction diplomacy
Popular Discussions View All (15)
25
Aug 10 @ 11:34pm
Anyone else having an issue where you can't click "Let's get started!" on the annual meeting locations?
vizthex
27
Mar 6 @ 6:46pm
Incompatible Mods
ASMR gaming
3
Nov 2 @ 8:43pm
why am I getting so many traders with this mod?
Allknowsall
943 Comments
Right as Rain Oct 26 @ 3:28pm 
@Mlie ur right, I checked my saved file and new grav launch tiles are correctly labeled as "GravshipLaunch" (which won't trigger squatters). Somehow, a few of my old launch tiles were labeled as AbandonedSettlement, not sure how that happened. Maybe another mod? Thx for checking that out!
Mlie  [author] Oct 26 @ 12:20pm 
@Right as Rain I cannot recreate this, squatters only take up abandoned or destroyed settlements. Grav launches does not create any of these.
Mlie  [author] Oct 25 @ 11:11am 
@Marsianer Please see the Reporting Issues section described above
Marsianer Oct 25 @ 9:50am 
Frequency of pirate spreading is completely broken, they spammed 6 bases over the past few days, this is not normal and my settings for faction interaction and pirates are as low as possible, either add an option to disable such event, or fix it
moonfish Oct 19 @ 11:15am 
Quick question, Does anyone know if this is compatible with "Cybranian: Events"? If its not compatible since they both have road building events. do I just need to disable the event that overlaps or is it a deeper issue?
Mlie  [author] Oct 5 @ 7:49am 
@Tactical Femboy Please see the Reporting Issues section described above
Tactical Ferret Oct 5 @ 7:46am 
Covered in typos causing compat issues, "getparms"
Mlie  [author] Oct 1 @ 9:47pm 
@Wrath I have no reports about that
Wrath Oct 1 @ 6:54pm 
Hello again @Mlie, Im strugling a bit with high values for WorldTicks and I try to lighten a bit my modlist in this regard, does this mod add a lot of charge about it ?
cykonetic Sep 27 @ 10:19am 
@Mile; I sent you a PR to update this mod with my updated version of Relations Tab.