RimWorld

RimWorld

Vanilla Ideology Expanded - Splits and Schisms
206 Comments
Вистан Apr 27 @ 1:18pm 
Any ideas to add mechanics from cult of the lamb? It would be cool if the ideology was formed as a choice between random tenets to simulate the agenda in the colony. Or a choice between tenets that occurred after the events that happened in the colony - for example, after a fight between representatives of different xenotypes, one of them initiates a choice of tenets, where you can choose - either you stick to the xenotype, which is the majority in the colony and the attitude between its representatives will improve, or choose a tolerant attitude to all xenotypes, but will worsen the attitude to the initiator of the controversy.
Alu Apr 13 @ 2:51pm 
Good change in the new version, making it a punishment for not keeping certain things in check. Rather than some annoying unending shakeup with no counterplay.
EnderSlend Apr 6 @ 9:52pm 
Nice, thank you my good fellow for epic modding
Rat Bastard Apr 3 @ 2:27am 
@Oscar Potocki
Now this is an awsome change
Oskar Potocki  [author] Apr 3 @ 2:10am 
1.5 Update is out now!

This mod has undergone a big change in the 1.5 version. Now, a split will only happen if a large percentage (set in mod options) of your colony has low certainty. You will then be prompted to customize the split ideology. Not doing that will make the new ideology random, but it will retain the general meme composition of the main ideology, except it will change 1 or more memes (also customizable in mod options). Schisms can now be prevented by ensuring high certainty in the main ideology.
La Kato Mar 29 @ 7:09pm 
Is it possible to enable schisms even if the two original ideologies from a previous schisms are not gone. I tend to play with very large colonies and essentially want ideological fragmentation as my colony grows. Thank you.
Flamangos Mar 18 @ 1:36pm 
This is top quality (as VE always is) but be warned it's a bitch to play with sometimes. The schism mechanic is really impactful!
Candle Mar 15 @ 7:00pm 
Nah imagine finally uniting the republics from vanilla expanded classic and some randome Schima happens
Rabbit Feb 19 @ 11:07pm 
"Q: Does this work with Combat Extended?
A: Yes. In case of a split it actually deletes Combat Extended and installs Call of Duty Warzone on your computer."

Well shit if I get a $60 game for the price of a free mod sign me up:steamhappy:
Oskar Potocki  [author] Feb 7 @ 3:39am 
Please report it using the form above.
Waladil Feb 6 @ 6:39pm 
I think there's a bug in this, I've noticed a few times where as soon as I hit the colonist minimum for a schism, it instantly happens. As I'm reading the documentation, that's not supposed to be how it works.

I think that the game is rolling for a schism even when you're underneath the colonist count, and if the roll ever succeeds, it causes a schism the moment you hit the minimum.

Anyway, having played with this a few times I think I don't really enjoy it. Even if it only changes one meme, the precept changes can be massive. I've had things that were very important to a colony turn into evil. I'll probably not play with the mod anymore, but I wanted to leave a report to fix the bug.
🙏BASED SURAEL🙏 Feb 3 @ 1:19am 
@四笑行者 你是受虐狂?不喜欢别用啊:steamfacepalm:
Madkasse13- Feb 3 @ 1:05am 
thank u me hate this
(≡◉‿‿◉≡) Jan 27 @ 6:10pm 
@四笑行者 dumbass why subscribe to this mod then lmao.
AgitatedAlice Jan 19 @ 5:00am 
This mod reminds me of Life of Bryan and Trotskyists IRL
"SPLITTERS!!!!"
Oskar Potocki  [author] Jan 3 @ 3:39am 
Whatever dude. Not renaming anything.
四笑行者 Jan 2 @ 9:08pm 
toxic mod kept causing my pawns split and split again, set them living in hatred hell die tring reunion their relatives day and night

every time they patch up and ready to explore the world or do something else this fvcking mod just pop up and told them no u shall live in cuts and kept busy arguing with others

cant even turn this shet off through mod setting cause ur minimum set is above zero

rename this mod to split with other expands to avoid more harm to others, anyway u just like split why not

maybe u living in a split world and u felt like it but not everyone enjoy split ok?

RENAME IT
Diego Dela Vega Dec 21, 2023 @ 8:17pm 
@oskar If your are playing with a fluid ideology and a split happens, are both ideologies fluid or is the new one fixed?
Linniz Nov 20, 2023 @ 6:12pm 
Meh, unsubed
zxctigerii Nov 4, 2023 @ 6:48am 
A very good MOD, but the difficulty is too high. I split in the later stage and almost lost the entire stronghold.
:ALshockemoji:
WarKittyKat Oct 13, 2023 @ 7:28am 
Does this affect only your primary colony ideology, or can it happen to other ideologies in your colony that have sufficient numbers?
cargo-200 Oct 4, 2023 @ 4:17am 
Great mod but very annoying if your ideo has diversive thoughts belief. Schisms usually barely differ from the main ideology, do it doesn't make sense for old ideologists to hate the new one so hard (when they just like to smoke weed or something). Maybe the mood debuff could be less than original?
Zeph Sep 18, 2023 @ 2:25pm 
not really
LEMAN_RUSS Sep 8, 2023 @ 8:21am 
This is good mod, congrats to modder
Benlexlin Sep 5, 2023 @ 3:07am 
Most historians would probably say that divisions happens when people are surviving but not happy, but you do you. Your mod, your rule.
Every single revolution and every christian divisions happens when there's an economic crisis, a war happening, or a social problem people are not happy about (for example, 95 Thesen happened during a period where German nobility are at constant clashes with the Habsburgs, leading to political instability and stagnation in trade). If we move east to China and Japan, schisms and revolutions always, always happens after a famine. I don't think people are "happy" during economic crisis, wars, and famines, and most splits in history happens either due to instability or cultural difference (the only example I can think of for the ladder would be the great schism as the West Roman Empire was long lost and caused a great cultural difference between the east and the west. Even the muslim schism was caused by internal power struggle.)
[Zerg03] MrHydralisk Sep 4, 2023 @ 2:55pm 
I had few colonists that had been married to one other colonist. But one day split happens on that colonist, which makes him allowed to have only one spouse, that makes him unmarry almost everyone. Thus throwing half of the colony in low mood for a long time. Took some time to change convert them, but he was back on his tracks of remarrying them. But then after some time another split happens and same repeats. So I lowered odds of schism happening to 0.1% till I ready for them. But guess what happened again few min ago... Ig it's this pawn's destiny to fail.

I don't really mind splits, since they add some random, but I wish it wouldn't trigger change of sprouse limitation precepts each time, esp when changed meme wasn't related to it. Would be nice to have some blacklist for what shouldn't be changed during split for additional control over it. But Ik it wouldn't be the case, so just sharing the story of one colonist, who failed to get his harem.
Oskar Potocki  [author] Aug 16, 2023 @ 2:49am 
Most of intellectual and spiritual division happens when everyone is happy, as they don't need to worry about food in their belly and have time for philosophy. It'd say that's very realistic and intended.
Beathrus Aug 15, 2023 @ 6:40pm 
I agree with @Kendov and @TheStorySmith, Having the Schisms/Splits when everyone is happy is a bit eh. Maybe put a slider to choose what % a Schism can occur when X amount of paws are at or below that %

Just for a suggestion.
Kendov Aug 13, 2023 @ 11:05am 
Agreed with TheStorySmith, when everyone's happy and dedicated to the cause I don't see why a schism at level of the colony would appear.
TheStorySmith Aug 3, 2023 @ 12:17pm 
Is it possible to make it so that Schisms/Splits only occur if Certainty and Mood is below a certain threshold (Settable or 35%)?
I just downloaded a mod that has low mood drop Ideo-Certainty per day and I think that would be a good mechanic if possible
Manul Jul 15, 2023 @ 11:52am 
I think he just like to have all VE mods enabled. That seems like an actual issue, considering i know quite a lot of people who just always have the mods enabled for every playthrough.
Oskar Potocki  [author] Jul 10, 2023 @ 2:59am 
@art
Are you seriously using an ideoloyg mod for a non-ideology run? What the hell man. No, we won't be fixing it. There is nothing to fix.
lorxy Jul 9, 2023 @ 4:47pm 
@art

There's nothing to fix as this mod is for ideology, so you need to have the dlc installed and "on". Reading comprehension/not understanding much.
lorxy Jul 9, 2023 @ 4:43pm 
GenéricoAnão, Bastardo 2 Apr @ 1:08am
This mod is broken when using it with Ideos off, as it forces them back on at some point.

It's a mod for ideology, so of course it throws errors when you dont have ideology on. It literally also say you need the dlc.
BIG SOUP Jul 7, 2023 @ 4:30pm 
"This mod is broken when using it with Ideos off, as it forces them back on at some point."

Yeah sooner or later even in a save that had ideos off from the start you'll receive a broken/error one, as long as this mod is enabled this can happen

Probably should have disabled it before going into an ideo-free run, now I have more demanding colonists that I don't want there, and the only way to fix it is through dev mode

Any idea if you could look into fixing this? Seems to happen when an ideo-enabled pawn becomes your colonist, but since you yourself had ideo off it creates a "new" one, apparently that's the idea behind Errorism appearing
BIG SOUP Jul 7, 2023 @ 4:06pm 
What is "Errorism"?
Oneironaut May 14, 2023 @ 3:24pm 
If I wanted to run a colony with two ideologies (e.g., one for servants and one for a ruling class), could I use this mod to do so? Or would a schism always drive toward one of the ideologies "winning" and the other dying out?
Dizzy Ioeuy Apr 24, 2023 @ 9:36pm 
I hear ya. If only he'd added the % check range to maybe once every 2 years or so.... :DSTpoop:
Daniel Apr 23, 2023 @ 9:02pm 
god this mod is annoying... should read mod description before adding them :steamfacepalm:
Rokk Apr 12, 2023 @ 12:58am 
Had to remove this one because the new schism ideology is too different from the original.

The memes remain mostly the same, but the precepts are so different that it's essentially an entirely new and random ideology. I think all the precepts are being reset back to the defaults, only deviating when forced by one of the memes. Or maybe it's not default and it's just being randomized.

Looked back in the comments and apparently I'm not the only one with this issue. Shame. This mod is a detriment and not in the spirit of ideology if a schism won't preserve even the tiniest bit of the precepts of the original.
lagking Apr 4, 2023 @ 9:57pm 
This mod is great when you want different religions
god awful and annoying when you have intense bigotry constantly at war with oneself both physically and mentally permanent -3 mood and -25 opinion
I'm not masochistic enough to continue using this on my 25 pawn colony right now

I don't know if this intended or not but when a split happens it sometimes does it 2+ times and messes up the notifications.
Cebolinha Sincelo Apr 1, 2023 @ 4:08pm 
This mod is broken when using it with Ideos off, as it forces them back on at some point.
kawaiiwhalelord Mar 18, 2023 @ 7:21am 
It won't let me me assign roles to the new ideoligion after a split
Senilia Mar 14, 2023 @ 5:04am 
I think we can add a precondition for "splitting" to make it more reasonable and preventable.
Enrico Mar 6, 2023 @ 3:56am 
@vertelgyus you gotta go into developer mode and then remove the ideo of each person manually every time a split happens.
Vetelgyus Mar 6, 2023 @ 1:58am 
DO NOT HAVE THIS MOD ENABLED IF YOU ARE PLAYING WITH IDEOS OFF, IT WILL RUIN YOUR GAME AT SOME POINT.

I am probably 50 hours deep into a playthrough, and now my save has been ruined because I accepted some refugees, and within the day of their arrival, it triggered this mod despite me having Ideology disabled for this playthrough. Half of my colonists are now inflicted with some random shit ideoligion from the refugees that I cannot remove from them no matter what I do, and attempting to do so via editing the save file simply breaks the save.
Kay Turner Feb 25, 2023 @ 10:35pm 
I had to turn off the mod because the schisms happen too often and too many of the precepts change up so a third of my colony start breaking when a schism happen. I tried to edit the mod settings so schisms didn't happen too often and when they did they wouldn't be as big of a problem to deal with but it didn't seem to work.

I feel when a schism happens it shouldn't be a big divergent from the original ideology with only like the core precepts of the new memes being the only change. If people are looking to make this game even more difficult this is a good mod for you.
super_jqp Jan 21, 2023 @ 12:26am 
I hate you. jk, but I hate this mod
SimplePhysics Jan 17, 2023 @ 7:40pm 
Any chance that a setting for "number of precepts to change" for when a schism happens? It felt weird that 4 of my colonists suddenly went from sane, no-child-labor, collectivist pawns to disease-desiring, why-are-the-children-not-in-the-mines, aggressively religious adherents (with number of memes to change set to 1).
Kozar Jan 15, 2023 @ 5:51pm 
Great mod in concept, but does anyone know if the % chance is broken? I get them constantly so I keep lowering the % but seems to have no change to how frequently they occur. Does it have anything to do with the last setting, "ideology conversion day interval check". Does anyone know what that means or does? Or just how to make this a very rare event in general. Because I love it in concept but in practice its way to challenging and frequent.