RimWorld

RimWorld

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Rimocracy
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.327 MB
8 Jul, 2020 @ 12:22pm
14 Jun @ 2:16am
33 Change Notes ( view )

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Rimocracy

In 1 collection by Garwel
Garwel's Mods
7 items
Description
#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.

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Popular Discussions View All (3)
2
20 Jul, 2023 @ 3:18am
Government Desk
Jenkem
2
9 Dec, 2022 @ 10:24am
The Legislative Question
Legion, Duke of Rockford
0
30 Jun @ 9:50pm
New voting system suggestion.
astrualmike2000
493 Comments
le_sir_raider 27 Jul @ 5:40pm 
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  [author] 25 Jul @ 12:54am 
@Zarathustra I haven't used Medieval Overhaul, I guess it shouldn't be difficult to add support for it.
The Sneakiest Mouse 21 Jul @ 7:16am 
Cool mod. Thanks for the hard work @Garwel
Zarathustra 20 Jul @ 6:15am 
Riiiight... Can't use a throne if you aren't a noble... But it turns out you can't actually research at a bench if you don't have the tech, so I dev-moded myself a bench anyway. It looks visually out of place but it doesn't brake the intended challenge of the modpack atleast. So, yeah, a non-tech ruling spot would be awesome. :)
Zarathustra 20 Jul @ 4:53am 
Bit of an edge-case request here...

I'm playing with a modpack that makes research bench a medieval technology, from the VE animal-tech wild men start. I have the research spot from medieval overhaul, but it doesn't allow governing, and primitive workbenches isn't updated to 1.6 yet...

So basically would it be possible to throw in compability for Medieval overhaul research spot, or just throw in a custom no-research needed ruling spot for neolithic runs? I'll just dev-mode in a basic throne for myself for now, but it would be nice to have an option for ultra-low tech starts.
Fizz 15 Jul @ 3:14am 
Add research "Auto Pen"
Th232r 26 Jun @ 5:05pm 
Watch out for the 3am ballot drop.
It is not a bug, it is a feature.
Garwel  [author] 24 Jun @ 7:11am 
@bigd I need logs, with the mod's debug mode on.
bigd 23 Jun @ 7:15pm 
It just stopped working. It says next election in -880 hrs. Certain selection in politics section are missing actions and list of pawns. My leader doesn't have any leader options. I killed my leader and it still says he's the leader.
DeluvianSenecca 14 Jun @ 5:51am 
Yay, thank you kind mod dev