RimWorld

RimWorld

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Rim War
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.698 MB
Sep 7, 2020 @ 8:28pm
Aug 24 @ 4:00pm
49 Change Notes ( view )

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Rim War

Description
**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
Popular Discussions View All (72)
116
Sep 7 @ 1:23am
1.6 pls
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Sep 23 @ 3:37am
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Sep 23 @ 3:28am
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2,136 Comments
SmellyFishNuggets 22 hours ago 
nevermind im stupid i just saw layer and i was confused sorry
CrispyClean 23 hours ago 
@Vanir as far as I've been playing, I have not noticed any interraction between RimWar and Outposts expanded. I have a theory that the camps to reduce or stop raids may not work? But it's not something I wanted to test cuz I Like raids.
Hazard Maks Sep 27 @ 1:50pm 
Hmm, it is for me. I use both layered atmo and deep orbit, everything is fine except from the normal error rimwar has been throwing off sincey Odyssey regarding an N amount of factions found while rimwar detects only X (space faction cannot be detected and that throws it off)
SmellyFishNuggets Sep 27 @ 8:53am 
this mod is NOT compatible with the layered atmosphere and orbit mod
Vanir Sep 26 @ 2:12am 
Hey random question, but does anybody know if Rim War has any interaction with Outposts Expanded? I want to add outposts in my game but I am unsure if they would get attacked.
Shmoits Sep 22 @ 3:21pm 
@rairai7561 Disable "Restrict Events" in the mod settings. The mod makes it so you're only raided by hostile factions, and only caravaned by non-hostile factions. This setting re-enables that stuff.
OnlyFlans Sep 22 @ 3:05am 
This mod sounds super fun in theory, but in practice it means all the cool fun modded factions get swallowed up and disappear and the entire map is consumed by the most boring vanilla ones, plus it sounds so fun to play with Empire but in practice it makes Empire unplayable. I think I'm done with it which is a shame because I can tell a LOT of effort went into it.
rairai7561 Sep 21 @ 12:26pm 
This is an extremely great mod.
I thought this was the one thing I should say first, so I'll say it first.
However, when I installed this mod, for some reason the visit-related traders stopped working.
This may be an issue specific to my environment, so please be aware that it only affects some people.
I reluctantly deleted this mod, but until the problem came to light, this mod provided me with a fresh and unprecedented experience.
Thank you RimWar, and thank you mod creator.
Pyl Sep 18 @ 1:54am 
Quick quesiton, does settling on different tiles (like mountian, grassland or anything else) affect AI's growth in aggressive points?
Pvt.KotanZky Sep 17 @ 9:27pm 
@Hikurac if you are only getting drop pod raids it means you live in bumfuck-nowhere and people can't be assed(or literally can't because of terrain) to actually walk to you, but you still have to get raided occasionally, so, drop pods.