RimWorld

RimWorld

69 ratings
Big and Small - Medieval Factions
   
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Mod, 1.4
File Size
Posted
Updated
8.232 MB
Jan 17, 2023 @ 2:22pm
Oct 15, 2023 @ 1:59pm
5 Change Notes ( view )

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Big and Small - Medieval Factions

In 2 collections by RedMattis
Red's Workshop Mods
27 items
Big and Small - Integrated Mods
33 items
Description
This is a light-weight mod which adds 3 factions for your Medieval or Viking-themed games. Or just to spice up your regular Rimworld matches with steel-clad giants and stout little armies of Dvergr.

You can pick and chose what factions to include in your game as usual. This mod will not have any performance cost, nor will it have any effect on your game unless you actually include one (or more) of the factions from this mod in your world.

It should work fine with Medieval Overhaul as well, but you still need the Vanilla Factions Expanded mods even if you don't include the regular VFE factions, since the VFE mods are used for medieval equipment and such. ...though I'd advise using my MO-version of this mod instead since it generally picks nicer-looking armour for the enemies that show up.




Dverger Trade Union
Most Dvergr don't even like the companies of their own families, but this trade union has somehow managed to prosper remarkably. This particular Union have been known to sell their crafts to hire mercenaries from various independent groups

Unlike the Dverger of the main mod these ones are willing to trade. Despite their small size they are by no means easy to bully though. Not only do they hire mercenaries from independent factions, they are also well equipped. Their skilled and well-armored crossbowmen have become well-known among bandits.

Dvergr 50%, Nisse 20%, Dirtmole 10%, Baseliner 9.5%, ??? 5%, Hussar 3%, Neanderthal 2.5%




Kingdom of Muspelheim
The Empire claim that the fire giants of Muspelheim aside of rare skirmishes would keep to themselves up in their mountains. Reports from captured Jotun indcate that their nobility have decided to try to claim this Rimworld for themselves.

The Jotun of Muspelheim are well-armed, surprisingly disciplined, and quite determined to subjugate the smaller races. Due to in one part due to their supremacism, and the other the volcanic lands they originate from, the Kingdom of Muspelheim mostly employs Fire Jotun, and the occasional mountain Jotun.

Fire Jotun 90%, Jotun 7%, ??? 3%




Tribes of Niflheim
The Frost Jotun tribes have been a menace for as long as anyone can remember. Almost any time they are mentioned it is because they have been plundering, kidnapping, and sometimes seemingly just wrecking havok on settlements for the sake of it

The Tribes of Nifelheim are a rag-tag bunch almost always led by a great Frost Jotun. For many of their members their equipment largely depends on who they have been plundering, though they likely have some method of getting things forged for them since a fair count have steel armor crafted for them.

Unlike the Kingdom of Muspelheim the Tribes are quite willing to let mountain Jotun, half-breeds, and even the occasional Ogre into their ranks. The tribes usually rule by power and seniority, and the smaller Jotun are of lesser status than the larger. Perhaps the low status of humans in their eyes is the main reason they rarely ever seem to cooperate with human raiders. That and the man-eating Ogres in their rank.

For whatever reason the tribes have been waging war and feuding with the Kingdom of Muspelheim for as long as anyone remembers, and even when relations have been relatively peaceful Fire Jotun have still never been seen among Nifelheim's raiding parties.

Half Jotun 32%, Frost Jotun 29%, Jotun 29%, Ogre 4.5%, Great Ogre 4.5%, ??? 3%, ??? 0.15%




Known Issues
None thus far.

Please write any any feedback, issues, in the comments, or create a discussion thread.

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20 Comments
RedMattis  [author] Apr 30 @ 12:00am 
@Mc_Dyno
I'm just waiting for VFE - Medieval 2. :)
Mc_Dyno Apr 29 @ 6:35pm 
1.5 when? WHEN PLEASE!!?!
Si-Cafe Mar 22 @ 7:47pm 
I kept getting the following error when starting up, but I found out that this mod was the cause.

[XML error: 250~2000 doesn't correspond to any field in type FloatRange. Context: <weaponMoney>250~2000<min>300</min><max>1200</max></weaponMoney>]

Probably by PawnKind's BS_Dvergr_Knight. It seems having a cause that the HAR and NoHAR patches.
RedMattis  [author] Dec 27, 2023 @ 11:56pm 
@dragonkin877
This version works without Medieval Overhaul.
dragonkin877 Dec 27, 2023 @ 7:15pm 
Could you make this for non MO and vikings game. Just wondering?
GwenBlanketSpecter Sep 28, 2023 @ 6:20am 
yeah. but i use MO and vikings. i'll just make my own patch that combines this one and that one
RedMattis  [author] Sep 20, 2023 @ 2:51pm 
@GwenBlanketSpecter
There is a version of this mod for medieval overhaul if you check the collection linked at the top.
GwenBlanketSpecter Sep 20, 2023 @ 11:55am 
would you consider something for those using Vikings/medieval and medieval overhaul?
kahvipensas Jun 9, 2023 @ 12:44am 
Thanks! Decided to just follow the "more is more"- philosophy and added VFE Medieval to my modlist
RedMattis  [author] Jun 8, 2023 @ 1:45am 
@kahvipensas
You could use Xenotype Spawn Control (https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564) along with the regular Viking Factions and simply set them to only spawn Jotuns though.

One thing to keep in mind is that Rimworld cares more about Raid-value that %, so if you set it to 1% baseliners and 99% Jotun it will still give you baseliner-only raids until you start getting above 1000 or so raid points.