RimWorld

RimWorld

1,851 ratings
Vanilla Factions Expanded - Classical
18
7
2
11
9
4
2
2
5
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
6.241 MB
Apr 1, 2022 @ 11:19am
Apr 12 @ 3:39am
18 Change Notes ( view )

Subscribe to download
Vanilla Factions Expanded - Classical

In 1 collection by Oskar Potocki
Vanilla Expanded
96 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.



Check out our collection at:
Popular Discussions View All (25)
9
Apr 14 @ 10:35am
Feedback, too long for a comment
Meanie
2
Apr 25, 2023 @ 7:24am
Are the senator interactions dependent on the storyteller?
Kalinmir
3
Nov 10, 2022 @ 7:32pm
Temporary Fix for Disappearing Senators
snasblundersnail
1,062 Comments
Omega445 May 20 @ 4:00pm 
so the dirt road took no time at all, but I'm trying to upgrade the same road to stone and its taking forever, is there a way to tell if your pawns are even working on it?
Zalax May 18 @ 3:02am 
Yea, you can select them when the game is paused. If it is running, focus is immediately lost.
Keanu Christ Rizen May 16 @ 12:15am 
anyone else having a problem with not being able to select pawns in tents???
1sylant99 May 10 @ 3:50am 
Anomaly DLC gamebreaking bug. Activating Warped Obelisk "Entering the Labyrinth".
Conditions: Having all senators from Republic. Without this condition bug don't appear.
Reported in the google form too
szmtex May 5 @ 2:21pm 
having yellow error on startup:

[KCSG] Vanilla Factions Expanded - Classical contains 6 missing symbols.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
KCSG.StartupActions:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Fuzzy May 1 @ 9:44pm 
my colonists barely spend more than a few seconds at a time in the bath and theatre stage, because the recreation power is so high that it fills their bars so rapidly
roguedragon999 Apr 28 @ 2:12pm 
Are pawns supposed to eat meat jerky one at a time? Because I have pawns taking half the day just to fill their hunger.
SneakyNick Apr 27 @ 5:19pm 
So I created a world with Neron on and there's still all vanilla factions plus republics on the map, and my research tab still displays all the tech until space stuff. Is there something wrong ?
DaniAngione Apr 26 @ 11:44am 
Hey there, I love the mod! It's really awesome and the amount of things it allows you to do/ways to play is mindblowing!

I have a couple of suggestions, if that's ok:

- Concrete being in the mod is, I assume, a nod to the famous roman concrete. One thing that made the roman concrete famous is its "self-healing" properties (basically tiny lime-clasts dissipating to "heal" cracks and such)... Perhaps something cool and unique would be to add this "self-healing" capability to the concrete on this mod, like a tiny regen over time, nothing that would unrealistically regenerate walls in the middle of combat, of course, but keep maintenance up from small scratches and tantrums

- And if something like that is made, it would also be nice to give it a more unique name like imperial concrete (or whatever else), which would also be very helpful in making it compatible with more industrial/reinforced concrete mods that also use the concrete name

Thanks in advance and keep up the good work!
Arkitekt Origins Apr 23 @ 6:30pm 
can the large passive cooler not be refueled? The description says it will run out and self destruct. I thought it was refuelable