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@joose I think with recent update, it's already compatible, I tested it myself, work fine on both start on ship and launch a ship.
A faction goes to war with another faction. A large amount of fringe settlements (smaller ones) on both sides are destroyed. A countdown could start in some of the larger settlements on both sides, and when the countdown for each settlement expires, they gain a new tag, "nuclear-armed," visible when the settlement is selected. If the fighting increases further, the two main combatants will give the secrets of their nukes to their allies and allow them to begin the countdown as well. If the fighting gets extremely bad, a nuclear warhead will be launched by one faction at the other's largest settlement. This would immediately trigger the faction and its allies to launch as many nukes back as it can in retaliation, and the attacker's allies to do the same, until either
A. One or both sides have been destroyed or no longer have any nuclear-armed settlements
B. They run out of nukes to fire (they would build more over time if their settlements were large enough and continue afterward)
C. They, somehow, come to terms with one another
Generally, the outcome would be A, as silos would target nuclear-armed settlements first and then trickle down. Also, if two diametrically-opposed factions are both large enough, they might build nukes anyways and then immediately launch them at one another if, for some reason, they go to war. And, of course, tribals could capture a nuclear-armed settlement, spend some time learning their way around the nukes, and then start a nuclear war themselves.
This makes sense because it would make the game more dangerous (if you're an ally, you can get nuked too), and it's canonical. In the fiction primer, it specifically states that roughly half of all worlds engage in nuclear conflict at some point.
This might sound a tad ambitious, but I like explosions, and I thank you for even reading this far.
Also, it would be great if we could support our allies indirectly in their upcoming battles. I don't know if it is possible to code but sending them weapons, silver or medicine could boost their settlement points.
The main thought I have playing this is that RimWar could be the first mod to make use of faction leaders living, dying and being replaced. You could potentially take a leaf out of the Total War series's book, making leaders grant passive boosts to their faction based on their personal quirks (greater/lower integrity allowing bribes/payoffs or punishing attempts at them, security stat making it easier/harder to assassinate, pride for provocation, etc...). Assassination quests could be rolled into this as well. Expanding this could possibly be more work than it's worth (potentially add as an expansion mod?), but if you did, you could add in faction roles for particular pawns (on or off-map) such as commanders, diplomats, and other administration/military roles. Lots of potential there.
I've also noticed an interesting synergy with the Empire mod. To my knowledge the "player faction" you create doesn't expand independently, but I've had a new settlement pop up that's independent of my control while being under my Empire faction's banner. This isn't necessarily a bug, though it may be something the two of you can patch for compatibility (assuming this interaction isn't the responsibility of a third, unknown mod).
The "bug" may also be part of RimWar's gameplay - I don't get land traders anymore, at all. This isn't debilitating, and to my knowledge there's no errors referring to it, but if this is an intended mechanic change I recommend adding a blue notification popup for nearby caravans.