Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This suggestion is probably more fitting for the hats and rags mod, but I figured it would be seen sooner here.
Precepts:
Job Seekers - Completing a quest gives a mood buff while failing/rejecting a quest gives a mood de-buff. Quests reward you more. Not being in a quest for a long time will also cause a mood de-buff. Quests generate slightly more often.
Expert Diplomats - You gain more reputation from completing quests and giving gifts. Allies will always give gifts when they visit.
Specialist:
Quest Master - "A pawn who is an expert of finding jobs and quests for his people."
Has the ability to ask for quests from visitors (that can trade) and caravan traders of that faction. This ability has a short cool-down but the Quest Master can do most jobs.
Ritual:
Meeting - A special ritual that makes pawns share information about nearby settlements and possible jobs they could offer. Upon completion, Randomly generate quests. The number that is generated is based on the quality of the ritual.
Citybuilders
1) I suggest changing the immediate "Had to leave the colony (-30)" for travel to a gradual increase, something like:
0-1 days away from home: -5
1-3 days away from home: -10
4-6 days away from home: -15
...
Otherwise it is hard to deal with off-base threats.
Pacifists
2) If it is possible please exclude off-base Sunblocker, Toxic Spewer, ... from the category of "Raid", because even pacifists have trouble ignoring those and the "Recent Conquest (-6)" and "Participated in a Raid (-30)" do hurt. When I created the Ideologie I thought raids meant farming/mining/... sites and hostile bases.
3) The immediate undraft when enemies flew even triggers when multiple groups attack and only one of them flees. And it also undrafts pawns that are not of that ideology.
4) My pawns get the "Attacked Person (-30)" even if they are attacking hostile non-fleeing raiders. (This should probably be in the bug thread, but I rather make one comprehensive post.)
No movement penalty on river/ocean/mud, slight mood improvement/combat advantage near or on water source, slight mood penalty/combat disadvantage far away from water source. Rain also brings similar effect.
Ritual: Pray to river/ocean god to summon rain, terrible result brings drought instead.
There are two things I would really recommend to incorperate into the mod.
This mod adds a "drinking party" which fits nicely into hedonism orientated ideologies:
https://steamcommunity.com/sharedfiles/filedetails/?id=2559533848
At the moment there is some overlap which might produce errors (testing it right now).
The second mod adds ritual rewards. I dont play without it anymore because it feels the ritual rewards are very limited. https://steamcommunity.com/sharedfiles/filedetails/?id=2582489076
More Precepts at the moment has an error that needs to be fixed on their code. Seems RW's latest version broke one of their transpilers
(I have no modding experience, i tried to find in the files , MemeDefs , Rituals Behavior/Outcomes/Targets ect but i had no luck finding a location that i can write to allow bushido.. :( i tried )
It's coarse and rough and gets everywhere
Structure: Thralldom - "Some are just born servile by nature."
It has mechanical similarities to your Eldritch cult structure, which is why I didn't make it a meme, but it could serve as either.
New precept 1: Reliant – They can't have a leader role. They do not suffer from this lack directly. On the other hand: it would be nice if slaves could become moral guides, so slaving colonies could have an entirely self-contained slave caste without some free colonist following slave morality instructing them.
New precept 2: Dependent – They have a new need: coordination. It constantly decreases and is restored by leader speeches … which means they need another ideoligion's leader present to restore that. If it reaches zero, they suffer a hediff which works in a way similar to starvation: as they become unguided, they become skittish, nervous and unproductive. Several stages with increasing mental break risk and decreasing manipulation. At maximum severity, it causes an immediate 'given up and leaving' mental break, as they go and look for a new master.
New precept 3: Productive – since laboring for their superior is their life's focus, they get a bonus to global work speed … but if the 'coordination' need runs out, the manipulation loss should cause a net zero at the lowest severity, quickly worsening.
Required precepts: Slavery – Acceptable or Honorable
Forbidden precepts: Diversity of thought – Intense bigotry or Moderate bigotry or Mild bigotry (since they look up to their superiors)
"Cheese!"
Requires cooking expanded.
Precept: For the love of Cheese- Pawns desire cheese in every meal. Eating a meal made from cheese makes them happy. Pre-cheese (milk) is acceptable, but not as good. Any meal that does not contain cheese is a bad meal and fouls the pawn's mood.
Precept: No such thing as bad cheese- The cheese press skips straight to normal quality output. Milk spoils at half the rate. Trade price bonus for cheese and related items.
Precept: Behold! The power of cheese!- Cheese can be substituted for herbal medicine.
Venerated animal: Cow- Mandatory
New Specialist: Cheesemonger- Maker and cheerleader of Cheese. Small bonuses to cooking, social, and combat. "Cheese It!" ability is a farskip with a 5 day cooldown instead of requiring psyfocus, and no stun. For quick getaways or reinforcing distant pawns.
New style: Cheese- Cheese head hats, Cheese wedge lamps. Swiss cheese carpet. Cow and cheese sculptures.
Examples would be Trader/Cultured/Republic/Progressive missing the formal wear that Transhumanists can (Fedoras, suits and ties, suit jackets, etc), Industrialism/Scrapper/City Builders lacking hardhats, jumpsuits, and overalls, Aristocrats and God Emperors lack any royal apparel, and so-forth, Anonymity lacking . . . well, anything else that covers the whole face besides the visage mask, broadwrap, and headbag.
While they could be equipped otherwise, a lot of these are good for not only roleplay, but also letting certain people who don't read through a lot of item descriptions recognize synergistic stats. The social impact and trade price improvement for relevant memes, work speed improvement for industrious memes, any armor for combative memes, what can cover the whole face and will therefore be good to use for other idealogians, etc.
Some of the specialists are also a touch weird . . . off and arbitrary. The Fire Keeper and Confectionairre can only require a turban for apparel and can't cook while the inability to haul means no cremation, Blood Court doesn't enable shooting or melee specialists, "cultured" feels weird without a Research Specialist, the Nurse - mentioned by multiple other people - lacks the skill boosts, apparel options, or work allowances of the Medical Specialist (who can at least clean the blood in their hospital).