RimWorld

RimWorld

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Vanilla Factions Expanded - Classical
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Mod, 1.3, 1.4, 1.5
File Size
Posted
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6.115 MB
Apr 1, 2022 @ 11:19am
Mar 8 @ 12:33am
26 Change Notes ( view )

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Vanilla Factions Expanded - Classical

In 1 collection by Oskar Potocki
Vanilla Expanded
108 items
Description
[www.patreon.com]




See change notes



Unite the broken Republics against the common enemy. Stop the senators from squabbling and plotting against each other by completing a chain of missions to gain their favor. Each senator on your side will provide you with more political power in the senate, as well as new technologies, regular tributes and a helping hand when you need it the most. What the brochure doesn’t mention is the fact that each senator on your side is a senator living under your protection, a pawn you need to care for and defend, as they are not always a skilled fighter.

Gaining support of enough senators can give you access to new weapons, such as Javelins and Spathas, new structures such as thermae bath or crafting bench, or new technologies such as road building! It also unlocks perks that affect how your colony fares in these difficult, troubling times!

Vanilla Factions Expanded - Romans is a unique faction mod, creating a bridge between neolithic and medieval technological eras. The whole purpose of the mod is to introduce a faction called the Republic, divided into 3 subfactions. Player can side with each of them, as each of them provides different rewards - both in unlockable technologies and in actual paid tribute.























































[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for the mod design and artwork.

xrushha, a programmer responsible for the xml of the mod.

Storyteller art by Visandar.

ISOREX, artist and programmer who helped tremendously on the mod

Chowder, who wrote majority of the descriptions in the mod

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I still unlock the new technologies without doing quests for the factions?
A: Yes you can!

Q: Are the perks unlocked via senators permanent?
A: Until you get ALL the senators: no. Losing senators will disable their perks, forcing you to gain favor of new senators if you aim to unite the republics.

Q: Will Neron Neolithic lock the technology to Neolithic Only?
A: Yes. All technologies from eras above neolithic will not be researchable, and only tribal factions and the republics will spawn in the world. Please note this is a soft lock and it doesn’t remove quest rewards, loot, mechanoids etc.

Q: Can I access the senator screen without travelling to one of their settlements?
A: Yes, simply use the factions tab!

Q: What happens if I have Vanilla Outposts Expanded active?
A: Nothing, the mods work together just fine. This mod only adds 4 outposts, whilst Vanilla Outposts Expanded adds like… 10? I think. Anyway, any overlap is removed so you won’t get 2 different logging outposts.

Q: Is this mod compatible with Combat Extended?
A: It is!

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You can however use the mod called Cherry Picker to remove things you don’t want! I recommend it!

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods?
A: Yes, all our systems are separate. It should work with literally any other mod.

Q: Is this mod save game compatible?
A: Yes, however bear in mind you can’t remove mods, so backup your save!

Q: Can I enjoy this mod without using the storyteller or starting scenario?
A: Yes, as always, this mod just adds new factions that you can trade with, attack them etc. You can in fact unite the republics no matter what starting scenario you picked! And yeah, you don't need the storyteller for any of this!

Q: I don't see the buttons for interacting with senators! What am I doing wrong?
A: Make sure you open the menu by right clicking on the settlement with your caravan at the settlement selected. If you open the menu from the factions screen it will not show the buttons.



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Popular Discussions View All (27)
6
Oct 17, 2024 @ 6:17am
Neron not working
NightLight
10
Jan 15 @ 11:33pm
Feedback, too long for a comment
Meanie
5
Oct 19, 2024 @ 6:55pm
Temporary Fix for Disappearing Senators
snasblundersnail
1,193 Comments
bambi May 28 @ 3:02am 
how do you make mods
Salatrüpel May 26 @ 5:46am 
autor bros pls can you make a list of your mods which are good to use together or better, a list of mods in generall that you use and that work. i lost track of compatibility. i like the medivals, the classicals, etc etc. but i guess they will often not work together. tx.
Rabbit in Glasses May 25 @ 11:43pm 
I know this is a bit of a niche issue, but this mod wreaks havoc when using semi-random research since most of classical needs resources or crafting benches from the more advanced techs they're supposed to be replacing.
Cement Press, Thermae Bath, and Theater Stage need stone blocks to create despite not requiring stone-cutting. It'd be nice if they could be made with stone chunks instead, or have stonecutting as a precursor tech.
Bronze needs smithing to work, but doesn't actually have smithing as a precursor. It'd be nice if there was a casting-kiln added to bronze working for making bronze and legionary equipment with it being a requirement for smithing tech. That or making it require smithing to research it.
Togas and Wreaths need tailoring benches despite not having them as pre-requisite techs. Could just add them to crafting spots.
Unexpectedwalrus May 23 @ 4:57pm 
If there a way to choose what type of meat is used for jerky and exclude others?
Alex May 19 @ 8:35pm 
@pizzaboy I am having the same problem but in a bedroom. Any fix you have found?
redwolf5502 May 3 @ 3:27pm 
do the different roads have different speeds? and is there anyway to patch it so we don't have to select tiles 1 by 1?
Umbra Animo Apr 24 @ 10:04am 
hey I wanted to ask are the reserch items from this mod needed to advance from a tribal tech level? I think that got added in expanded tribal
emihead Apr 17 @ 10:23pm 
if anyone using this mod also has Rim Languages, it makes the quest buttons throw errors until you learn the republic's language! already reported it to them but i figured i'd leave a comment here to maybe save someone from another long search
Alex Apr 15 @ 6:16am 
@KatiyaAdmiral8 I am getting the same error when both mods are activated. Have you found a fix to this issue?
Waldrof Apr 13 @ 7:13am 
Is there a way to acess settings on speed of production? Like, make cement, thirian and other things be done faster? Some mods do but i cant find the option for VFE - Classicals