RimWorld

RimWorld

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Vanilla Ideology Expanded - Memes and Structures
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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37.253 MB
24 Oct, 2021 @ 11:08am
9 Jul @ 11:03am
58 Change Notes ( view )
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Vanilla Ideology Expanded - Memes and Structures

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]







Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.

The goal of the Memes and Structures mod is to add unique memes, and… well, structures to your game. For some reason certain obvious choices like Shinto, Taoism and Eldritch were missing from the base DLC, and this mod is here to introduce them to the ideology creation.

With unique memes, players will be able to diversify their playthrough every time they play. This should increase longevity of the game and also make it way more unique and personalised.

This mod adds 36 new memes, alongside many new structures, rituals, precepts, specialist roles, items, objects and mechanics. It should greatly expand what Ideology has to offer, and meshes nicely with the rest of the DLC. With Vanilla Ideology Expanded - Memes and Structures you will be able to create powerful psykers that simply love chocolate, a corporate scrap trading business, a fishing republic, a bunch of god-king radicals, mechanoid technocratic union and much, much more.



A: Can I add it mid-playthrough to an existing save?
A: Yes, albeit to no effect, as ideologies are only created upon starting a new game. You can however edit ideologies in dev-mode.

Q: I don’t like certain meme, can I remove it?
A: No, this whole mod comes as a bundle and there is no way to remove certain elements of it. Remember: You can use dev-mode to tweak ideologies, disable specific precepts, roles etc!

Q: I want more than 4 memes!
A: Check mod options! You can increases number of memes, styles, rituals, relics and ideo buildings.

Q: Can I suggest a new meme?
A: Without a doubt, we accept all suggestions. Please use the pinned Suggestions thread for it!

Q: Where should this mod be placed in the mod load order queue?
A: Under Ideology, our Framework and any mods that specifically mention having to be above this mod.

Q: Is it compatible with another mod that adds memes?
A: Depends on what memes such mod adds. Chances are, if someone else alters the same game components, our memes can become incompatible.

Q: Does this work with Combat Extended?
A: I would believe that potentially yes but I still need confirmation, so if it does not, let me know.

Q: I disagree with you merging Taoism and Shinto into one structure. I feel personally attacked and I hate every fiber of your being.
A: Mod development is in many ways similar to game development. We use something called ‘work-hours’ to evaluate how to distribute time into various ingame features. Creating ideological styles takes a tremendous amount of that time, so I personally decided to merge both Shinto and Taoism into one structure and if you bear with me I will explain why.

Shinto has 3 million followers worldwide. Daoism has 20 million.
Christianity has 2.5 billion followers (lower estimate). The game takes place 3000 years into the future. Shinto and Daoism together only have a 1% of followers compared to Christianity. This is an argument for them two merging into one ideology to survive 3 thousand years.

Shinto and Daoism are both about balance, harmony, attracting opposites and venerating ancestry. There is more similarities between them than you probably realize. I can't spare enough hours to accomodate both Shinto and Daoism. Each structure takes hours upon hours of work, both art-wise as well as creative writing-wise.

I wouldn't do one without doing the other, so at this point it was a choice between merging them to make one, more complex structure, or not doing them at all.

While I understand some people might not like it, there are some ideologies not covered AT ALL in the game - Judaism, Sikhism etc. At least now people who want to have a Shinto or Daoism inspired religion can use the new, merged one.



[forms.gle]



Authors:
Oskar Potocki, an artist responsible for graphic design.
Sarg Bjornson, a programmer responsible for the code of this mod.
Chowder, a creative writer responsible for majority of ingame descriptions.
Luizi, artist responsible for Insectoid helmets.
Isorex, artist responsible for esoteric art.
Fire Worship sponsored by TheWelp.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]



















































Popular Discussions View All (2)
532
31 Jul @ 10:15am
PINNED: Suggestions
Oskar Potocki
103
7 Aug @ 3:58pm
Patch Suggestions
Macropod
2,787 Comments
Adambaked Just now 
my ideology tab is gone
Sarg Bjornson  [author] 1 hour ago 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Lucinda ⛧ 1 hour ago 
Is the ritual music for the Authoritarian style based on a real military march? It sounds really REALLY good.
GetUrAssToMars 23 hours ago 
The infographics infer downsides. In reality its hard to determine how minor that is without investing play time. I had to dev mode the meme out of my play it was so damn boring. Ended up borking my save somewhat xD

Regardless, excellent mod otherwise. This and Alpha memes give ideology some reason to be enabled.
Sarg Bjornson  [author] 8 Aug @ 8:53am 
It is the design, yeah. Unless it deviates from the infographics above
GetUrAssToMars 8 Aug @ 8:38am 
I get that, and I understand some precepts just make the game straight up trivial.

But you don't really know what you're getting till you enable the meme and play some.

In my mind I thought I was getting a play through that pawns couldn't get on without being sick. Neat theme that might have required some interesting adjustments to play style to keep the momentum going. I would have planned on making sure my base was in a high disease rate biome and rotting corpses were stacked in close proximity to provide lung rot. Etc etc

A balancing act of keeping them infirmed without killing them.

In reality it plays like a cheaty form of getting around some negative events and pain penalties.

If that's the design decision fair enough. Just saying.
Sarg Bjornson  [author] 8 Aug @ 1:05am 
The whole DLC is a collection of difficulty modifiers
GetUrAssToMars 7 Aug @ 12:08pm 
Oh, and immunity boost. Makes sense but like I said compounded with the minor downsides of this mod it basically takes the bite out of any play thru. Would love to see some more nuance to this meme.
GetUrAssToMars 7 Aug @ 12:07pm 
Holy disease seems kind of... busted? Huge mood buff (+20) when sick, but only a -2 when gone on too long without illness? Not to mention the pain mood buff basically negates the penalties of any injury or painful scars.

Not saying its not a good concept, but it just doesn't feel like it really does anything interesting besides give pawns ridiculous mood buffers.
Cookiesnm1lk 6 Aug @ 9:27am 
so how does city builders work with the new dlc? considering ya know.... you sorta kinda take your city with you and are thus not leaving it. is there still a debuff?