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Political Compass - Mort's Ideologies
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Mod, 1.4, 1.5, 1.6
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12 Feb, 2023 @ 3:11am
15 Jun @ 7:02pm
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Political Compass - Mort's Ideologies

In 1 collection by Mort Strudel
Mort's Ideologies
8 items
Description
Adds four Ideological memes representing the four traditional sides of the political compass, and a moderate number of precepts to give these memes a lot of unique mechanics. Want to play as a Socialist Democracy? An Anarchist Free Market? An Absolute Monarchy? A Communist Dictatorship? That's precisely what this mod is for!



In order to make them actually work in Rimworld, these political concepts have of course been simplified and made to fit into neat little boxes. Don't expect a political science masterpiece here, we're just trying to make a rough analogue that's good enough to make each meme feel like it meaningfully shapes the politics of your colony. Any complaints about the depiction of your most cherished or hated political systems can be directed towards the workshop comments, where I reserve the right to ignore them at my discretion.



Government Power:
Liberty and Authority
The Government Power axis determines how centralized authority is in your colony. The biggest effect of this is that the Liberty and Authority memes each come with precepts that determine how your leader is selected. Each Leader precept only takes effect when it's part of the primary ideoligion of the colony.


With Authority, your leader is either chosen through Dictatorship or Monarchy. Under a Dictatorship, leaders are chosen for life. Once a leader has been set, they can only be reassigned after the death of the leader, or due to a change in the colony's primary ideology. Under a Monarchy, the leader of the colony will automatically be set to whoever has the highest-ranking title within the Fallen Empire. Long Live the King! Whether you choose Dictatorship or Monarchy, you will also gain access to the Guilt Decree ritual - a rigged trial where the accused is always convicted.


With Liberty, your leader is either chosen through Democracy or Anarchy. Under a Democracy, election rituals are held where your pawns can choose their leader based on popular opinion. Colonists who ascribe to Democracy will expect at least yearly elections, and will eventually consider their leader illegitimate if they go too long without an election. Under Anarchy, you won't have a leader! Your leader will be automatically unassigned if you try to appoint one.

Economic Distribution:
Equality and Stratification
The Economic Distribution axis determines how equally, or unequally, your colonists expect their rooms to be.


Colonists who believe in Mild or Strict Wealth Equality will be upset if any colonist has a more impressive room than any other, but will all get a mood bonus when everyone has similar room impressiveness. This helps keep all colonists a little happier than they would otherwise be - assuming you can keep their accommodations equal.


Colonists with royal titles or ideological roles who believe in Mild or Strict Wealth Stratification will demand that commoners have worse rooms than them. They will receive a large mood bonus when their room impressiveness greatly exceeds the colony's average, and will receive a large mood debuff when their room impressiveness is at or below the colony's average. This keep your nobles, specialists, and leader very happy - assuming you can keep the commoners from approaching their wealth.

If you have The Corporation mod installed, Stratified ideologies can also choose the Leader: Corporate precept, which sets your leader to be the highest ranking pawn in The Corporation.

Compatibility

This mod should be compatible with most mods, as it doesn't directly modify existing defs or assemblies. However, if you have another mod which adds a meme/precept which sets a pawn as leader (for example, Vanilla Ideology Expanded and its Best Crafter leader precept), you obviously don't want to take that precept/meme along with one of my mod's leader precepts/memes. If you do, you'll probably have your leader flip-flopping between different pawns, making annoying noises and being generally impractical.

Mods which add new Royalty titles or new factions with their own Titles system will not be considered by monarchist pawns - Monarchists only care about your rank in the Shattered Empire.
This mod has specifically been made compatible with Vanilla Factions Expanded: Empire, though keep in mind that the Monarchy precept will still only provide a +12 moodlet, even if your pawns exceed the title of Count.

This is my first Rimworld mod, and as such it maybe be rough around the edges in places. Please inform me of any bugs you encounter, and let me know if you have any suggestions about the way the different memes and precepts should work.

Consider the comment section to be an absolute dictatorship, as I reserve any and all right to delete your weird political rants at my whim.
198 Comments
LifeIsAbxtch 30 Sep @ 9:59am 
angelodias that is why Mort gave a +7 mood buff when they have no leader so it can balance out...I don't think he can change the penalty cause trust me if he could he would have since he is a modder, you just have to make sure the surroundings and right objects are present during rituals and parties ect.
angelodias 14 Sep @ 10:54am 
My colony is of the Liberty ideoligion with Anarchy as their government choice. So, no leaders.
That means ANY ritual has a 25% penalty because there's not a leader present.
That...... makes no sense? Is there a way to make this go away in this case? Or should I just reform to a whole different govmt choice?
Dr Libertea 24 Aug @ 12:14pm 
Can confirm, I am having the same thing as Doyle.
Not too much of an issue, but will get annoying after a while when it does cause problems.
Regardless, thank you for the mod I don't think mod authors get enough credit tbh.
ODevil 28 Jul @ 7:14am 
I'm getting the same error as Macros, but on 1.5
Doyle 28 Jul @ 1:43am 
I have an ideoligion with Authority and every time I reload the save, my people have the "We don't have a leader!" moodlet for the first few minutes

Normally not an issue, but mood is constantly on a razor's edge in my recent save. Causes a lot of problems and makes me dread picking the save back up every time
Macros 17 Jul @ 6:35pm 
Hey Mort,
I'm running the 1.6 version of Ferny's Progression Pack (which includes this mod), and in a playthrough where I started with no real Ideology (Wildman start) I keep getting this error every few minutes. Not sure if this is something you could fix, or if it should be something that Ferny needs to add a patch for since this use-case isn't necessarily in scope for your mod.


System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7D7C5450]
at MortsIdeologies.MI_GameComponent_LeaderTracker.GameComponentTick () [0x0010c] in <611c7c82839244c3b5ba236b7eab5aa3>:0
at Verse.GameComponentUtility.GameComponentTick () [0x00017] in <981a33edf24d499488b0f820d94638e1>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
... Some more crap thats too long
2_Modray 9 Jul @ 1:03pm 
Actually, I just noticed, people who get elected don't seem to actually get *unassigned* from their previous roles, they just lose access to their powers. The "lost [x] role" mood only shows up after you appoint someone else. Not sure if that's of any note, but I figured I should mention it.
2_Modray 9 Jul @ 12:58pm 
Huh. Guess I just got lucky then.
Mort Strudel  [author] 9 Jul @ 8:46am 
@2_Modray Not sure if it ever worked like that, it certainly wasn't ever intended to.
2_Modray 9 Jul @ 5:22am 
I remember previous versions would leave the elections officer unelectable (I actually used this to prevent re-elections one run, though I mostly used it so I could keep my moral guide in the early game). Is the elections officer being electable now intentional? Hell, am I tripping and was it always this way?