RimWorld

RimWorld

43 ratings
SocialWealth
   
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Mod, 1.4, 1.5
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246.150 KB
Jan 27, 2024 @ 4:27pm
Jun 8, 2024 @ 6:52am
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SocialWealth

Description
A small mod to allow some pawns to be impressed by colony wealth.

Note that you can change what the "target" wealth is to be neutral in the settings. By default it's 200,000 so below that you'll get scaling effects for being poor and above it scaling effects for being rich. Most of the features scale non-linearly.

Features
  • Any ideology certainty adjustment is affected by colony wealth.
  • Some stats (Trade price adjustment, social impact, etc) are affected by colony wealth.
  • Wealth issue for Ideologies, gives mood adjustments based on colony wealth.
  • If your colony is rich enough you'll get tourists who can offer a purely pacifist way to get Relic information.
  • To balance the extra difficulty of recruitment early game, leaders can now attempt to coerce someone to convert. This however will result in the target's death if the conversion is unsuccessful. Use with extreme caution!

A note on performance. Because this patches effectively all sources of ideology certainty even down to the natural certainty change over time this can have an effect on performance. Therefore it is tuned to only try to modify changes that are more significant than 5% (by default). As such, if you want wealth to change more things, lower this number in the settings, 1% is a good number but you can go even lower. If you see any performance issues e.g. in large colonies, feel free to raise it up a bit.

Disclaimer
Portions of the materials used to create this content/mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.

Thanks
  • Ludeon for the Game

[github.com]
10 Comments
Taggerung  [author] Dec 28, 2024 @ 3:53am 
Wealth based
gravy Dec 28, 2024 @ 3:30am 
does the gilded revolver increase damage based off current wealth? or is it just a flat stat increase over the base revolver?
SEVNCE Jul 3, 2024 @ 10:34pm 
We're rich!
Taggerung  [author] Jun 8, 2024 @ 6:51am 
Every string in the mod is already a translation key and can be easily translated with one exception which I've just fixed. There is indeed only the one key file, it's not a big mod :lunar2019laughingpig:

PRs always welcome on the Github so if someone want to add a translation directly I'd happily credit them.
苍白而蔷薇 Jun 8, 2024 @ 12:35am 
machine translation
Can you provide translated text for others to translate? Currently, there seems to be only one key folder available~
Simbach Vazo Feb 17, 2024 @ 11:04am 
We're rich!
Element Feb 1, 2024 @ 9:37pm 
never made sense why the random pawn I "borrowed" didn't want to join my ultra-tech faction with like antimatter production and nukes
RelaxItsJustAGame Jan 28, 2024 @ 9:59am 
Cool idea for a mod. Feels like this mechanic should be in base game.
Taggerung  [author] Jan 28, 2024 @ 5:14am 
With difficulty. It’s very hard to shun wealth completely but it can be done, nudists help, avoid claiming anything on the map, avoiding possessions until you need them, don’t pre stockpile, small colony, play it more like an rpg in a way.

As threats scale with wealth anyway you’ll naturally have easier threats if poor. You can also have possessions briefly then give them away.

That said you’ll be at a mood neutral until you’re quite rich anyway, it disincentives you building stuff out of gold but you can have a reasonable colony at the default levels. If you need more headroom (or more of a challenge) you can always adjust neutral wealth in the settings. Eg if you set it to 1 million, having a settlement under 1 mill is easy and keeping it under 20% of a mill for the highest bonus is also pretty easy.
Krazyfan1 Jan 27, 2024 @ 10:48pm 
Neat.
how would an ideology that shuns wealth work?