RimWorld
313 oy
Rimocracy
5
2
2
7
2
3
   
Ödül
Favorilere Ekle
Favorilere Eklendi
Favorilerden Çıkar
Mod, 1.3, 1.4, 1.5, 1.6
Dosya Boyutu
Gönderilme
Güncellenme
8.327 MB
8 Tem 2020 @ 12:22
14 Haz @ 2:16
33 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Rimocracy

Garwel tarafından 1 koleksiyonda
Garwel's Mods
7 öğe
Açıklama
#StandWithUkraine

RimWorld mod to add politics to the game

Features:

- Rimocracy introduces the concept of Governance Quality (or simply Governance). It is a value, measured between 0% and 100%. Governance affects pawns' work speed (especially with a Focus Skill, which is selected by the leader), negotiation ability and some other stats. Governance decays over time at a rate depending on the number of citizens in the colony.

- Colonies have leaders, who can increase Governance by doing Govern job on applicable objects (research tables, thrones etc.).

- Leaders may be selected in one of many ways: by election, by lot, by seniority, by the highest noble title or by martial achievements.

- You can take political decisions that define succession laws, term limits and have other effects. Many decisions need approval of the majority of citizens. Citizens will like some decisions and oppose others depending on their traits, skills, opinions on each other, ideoligion etc. They will be happy when a decision they support is enacted and upset about those they dislike.

- Citizens will also have opinions on many game actions you take such as arrests, release, execution or banishment of prisoners, attacks on other settlements and trade.

- Citizens have a new Loyalty need that corresponds to their satisfaction with the way the colony is ruled. Loyal citizens will make governing easier while disloyal ones may protest or rebel. Loyalty is affected by colonists' mood, opinion of the leader and of decisions.

- Built-in support for many mods including Colony Manager, Primitive Workbenches and Vanilla Traits Expanded.

Known Issues and Incompatibilities

- RocketMan and RimThreaded appear to be incompatible with this mod. Use at your own risk!

- Sometimes there are UI issues in the decisions list, when some of the content is not displayed. Try clicking some buttons, so that it's redrawn.

Links & Fine Print

Detailed readme: https://github.com/GarwelGarwel/Rimocracy/blob/master/README.md

The source code, latest release and more information will always be available here: https://github.com/GarwelGarwel/Rimocracy

Issue reports and pull requests are welcome.

This mod is distributed under MIT License.

Like the mod? Buy me a coffee![www.buymeacoffee.com]
Popüler Tartışmalar Tümünü Görüntüle (3)
2
20 Tem 2023 @ 3:18
Government Desk
Jenkem
2
9 Ara 2022 @ 10:24
The Legislative Question
Legion, Duke of Rockford
0
30 Haz @ 21:50
New voting system suggestion.
astrualmike2000
501 Yorum
le_sir_raider 22 Eki @ 20:23 
Thank you garwel!
Garwel  [yaratıcı] 22 Eki @ 6:29 
@truecore Thanks for reporting. I'll need to investigate it. Apparently VF does something to vehicles passengers that make Rimocracy consider them unsuitable to be a leader.

@le_sir_raider and others, I implemented a check that will hopefully fix the issues with releasing prisoners. It will be included in the next release.
truecore 30 Eyl @ 0:43 
Is there a known incompatibility with Vehicles Framework? Every time my leader exits the map while aboard a vehicle, a new leader is chosen, governance drops to 25%, and all decisions are negated, even if the succession rule is something that guarantees the same person will be made leader every time (nobility for example)
le_sir_raider 12 Eyl @ 7:02 
i was able to release my prisoners now but im unsure why maybe they were guilty and the one edict enabled
Bill 31 Ağu @ 14:15 
For whatever reason my pawns elected a leader and now his title wasn't given to him and every time the text pops out saying he got the title an error appears
le_sir_raider 19 Ağu @ 10:01 
Wolphox im pretty sure its this mod causing it, because it was fine until i decided to move over to this mod
Wolphox 11 Ağu @ 19:59 
Same, can't release prisoners anymore and getting a similar stack trace pointing to JobDriver_ReleasePrisoner. Pawns just end up standing around when assigned the job. it had been working for awhile, can't tell if there's a mod interaction from something i added recently or not.
le_sir_raider 27 Tem @ 17:40 
It doesnt let me release prisoners


Exception in SetupToils for pawn Kay driver=JobDriver_ReleasePrisoner (toilIndex=-1) driver.job=(ReleasePrisoner (Job_4529876) A = Thing_Human1974567 B = (90, 0, 79) Giver = ThinkNode_QueuedJob [workGiverDef: BasicReleasePrisoner])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4738A35]
at Rimocracy.Utility+<>c.<get_FoodConsumptionPerDay>b__21_0 (Verse.Pawn pawn) [0x00000] in <9ea417fba1e840869e7872a9e46f323e>:0
at System.Linq.Enumerable.Sum[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] selector) [0x00036] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Rimocracy.Utility.get_FoodConsumptionPerDay () [0x00005] in MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryTakeOrderedJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,System.Nullable1<Verse.AI.JobTag>,bool)
Garwel  [yaratıcı] 25 Tem @ 0:54 
@Zarathustra I haven't used Medieval Overhaul, I guess it shouldn't be difficult to add support for it.