RimWorld

RimWorld

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Diplomatic Marriage +
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Mod, 1.5, 1.6
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2.007 MB
14 Apr, 2024 @ 2:33pm
11 Jul @ 7:22am
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Diplomatic Marriage +

Description

Readme in my Github repository. English, Chinese and French versions available.
Github中有英文,中文和法语版的Readme
Le fichier Readme est sur mon dépôt Github, dispo en anglais, chinois et français.


[github.com]

**THIS MOD IS MIT LICENSED**


Diplomatic Marriage & Permanent Alliance, or Diplomatic Marriage Plus (DMP), is heavily inspired by Paradox game Crusader Kings, and by Diplomatic Marriage event in the mod More Faction Interactions as a starting point, which is also why I call this mod Diplomatic Marriage "Plus".

Features:

- You can now form a permanent alliance(PA) by marrying off one of the child of your colony ideology leader to one of your vanilla ally. PA goodwill will quickly increase each day, usually be locked to 100 (if your child has high social skill) unless you really do something terrible.

- While enjoying benefits like endless caravan or military reinforcement, you need to work hard to keep the union, such as keeping the couple safe or avoid changing ideology leader, just like how it often works in CK alliance. WARNING: In most time the couple are not your pawns so it wont be so easy.


How to start

You can't start the proposal volunteerly, you need to meet the condition then wait your ally to do so.

- Your colony must have ideology leader
- Your ideology leader must have an adult, unmarried child. DIRECT DESCENDENT only. Nephew or grandchildren do not count. (BTW this is also how alliance mostly works in CK)
- You need to have at least one NPC ally faction with goodwill >= 75

After all conditions met, NPC ally will propose randomly. Since the conditions are already hard enough, I set the event chance pretty high so that you wont wait for long.


What happens after PA?

- Daily goodwill increase with the ally faction
- Randomly convert the entire ally faction to your ideology
- PA may randomly send you Rimcities quests if you have it installed, such as joint attack a large city.
- You can request items of your choice to your PA, if you have A Petition For Provitions(APFP) installed. The CD is largely increased depending on the overall power of your PA.
- [NEW] When attacking an enemy settlement, let your PA takeover instead of destroying it. Just start the assault, go to comm console and call PA to come. Helping them to grow power can reduce items request CD of APFP.
- Caravan Refuge: PA together with the couple may seek refuge in your colony for raiders are behind them.
- Homesick: Your child may miss their parents and come back as your temporary pawns. This event is mostly for giving you an opportunity to give them equipments and xenogenes so that they wont die easily in future battles.

More post-marriage events will be added in the future.


Potential Interaction with other mods

This mod shall work with most mods. But since the key couple is considered as world pawns of your ally NPC faction, it may change abit the gameplay of other mods.

In a simple word, some other mods or even Vanilla may also spawn them on your map as world pawns from another faction. But whatever the reason, you need to protect them to keep the PA.


Examples

- Factional War: You are no longer just a "bystander" like the author says. When your permanent ally is involved in the war and your child or child-in-law happen to be in their army, you'd better think of a quick intervention.

- Dynamic Diplomacy: Similar for battle simulation. Other NPC factions may randomly convert your PA to other ideologies even after your child successfully convert them.

- Hospitality: The couple may appear as guests if you invite your permanent allied faction. It should be fine but DO NOT RECRUTE THEM. In no way you shall attempt to change their faction on your own. There is a script to detect and correct their faction by force, but better not fully rely on it.

- VE Ideology: Some memes like Crafting Culture may force unwanted leader. With DMP you now need to be careful about these memes, because changing leader other than father/mother of the child will break the PA.

- Glitterworld Destroyer 4 & VE - Mechanoids: Mechs are insanely powerful in these mods, especially GD4. DMP may make them even harder for you may have some uncontrollable NPC to protect during the fight.

By having someone in another faction that you need to worry about, there are endless possibilities of new playstyles DMP can offer, depending on your mod list.


Collaborated mods

- Rimcities: PA will give you their own version of some Rimcities quests like city assault and defense. You can help PA to conquer the large cities as well as regular settlements. If your PA is targeted by the special variant of Dynamic Diplomacy global alliance, they will ask you much more often to defend their large cities.

- A Petition For Provisions: DMP has built-in balance patch for APFP. Items request now becomes a privilege exclusively for PA, no longer every non-hostile faction can offer it. The CD is also much longer, depending on their power (percentage of global settlements). See tooltip in mod config option for more info.

- Dynamic Diplomacy:

1. A DMP variant of DD great alliance against your PA AND YOU, if your PA faction grows too powerful. See tooltip in mod config option for more info. Recommended to play with MulitiRaid 联合袭击 for more challenge so that the great alliance may be united to raid you as well.

2. The 1.5 DD new feature "Semi battle sim" gives you another way to help PA expand by altering battle sim result. Check DD page for details.


Other compatible/recommended mods

Space maps (SOS2, Rimnauts 2 and Odessy DLC): My script identifies these space maps and prevent all inappropriate DMP events in space, so that you wont see your child/child-in-law spawn and die in space without protection suits. However if you use other pawn spawning mods non compatible with these space maps, this issue may still happen.

-Rimnauts 2: Celestial bodies maps are also considered as SOS2 space maps.

-VE Events : All incidents of DMP can have their chances adjusted in VEE mod configs.

-Vanilla Faction Base Expanded / Powerful Faction Base: To make enemy faction base assault abit more challenging when calling PA reinforcement in comm console to takeover.


Maybe compatible mods:

- Combat Extended 1.5 : I dont play CE myself so no guarantee, but this mod doesn't alter anything about combat mechanism so it should be fine.


Incompatible mods

-Better Relationship Value: DMP has frequent relation changes with expected values not supposed to be altered by other mods.

- EdB Prepare Carefully: It may reroll suits worn on your child/child in law while they are not your colonist, making pointless to equip them with the best apparels.


Requirement of DLC:

Ideology: Required. The mod takes Ideology leader as your colony leader. Ideologies need to be activated at game start. Incompatible with Classic Mode.

Biotech: Not a must-have but recommended for growth vat which help to raise a skillful child much faster. Xenogenes like Deathless and Ageless are also helpful to keep them alive to ensure the PA (Remember the power of Immortal trait in CK2).


Language
-简体中文
-English
-Français
More translations are welcomed

90 Comments
Ionfrigate12345  [author] 16 Jul @ 6:55am 
@mayonnaise Hi, under MIT license you can use any of my idea behind the mod, or any code or function to make your own mod. The github is public. Just don't simply duplicate my mod and claim to be yours.
mayonnaise 15 Jul @ 6:46pm 
hey, i was wondering if there was a way i could use the "permanent alliance" function of this mod in a mod idea of mine i'm brewing up? much thanks!
Wervdon 11 Jul @ 8:05am 
I was kind of hoping this would do something I did via cheats (character editor) in my last game. Diplo marriage (from more faction events) proposed, didnt want to lose the pawn but wanted to accept the marriage, said screw it she can move in with us -- just added my pawn and his new fiance back.

Funny thing was she was awful (bad ideology*, lots of disabled work types, etc.) but it still made things interesting and I kept my pawn.

*What was hillarous (and sad about it) was my pawn was already unhappy at being dumped/rejected a number of times (biggest reason I wanted to take the marriage for him). Then her ideology was one that had lovin set to never.
Ionfrigate12345  [author] 11 Jul @ 7:24am 
UPDATE:

The space maps from the new Odessy DLC are now also identified and behave in the same way of previous SOS2 & Rimnauts 2 space maps.
Nirahiel 18 Jun @ 11:57am 
Alright
Ionfrigate12345  [author] 18 Jun @ 11:55am 
@Nirahiel Hi sorry it's not that reason. I'm currently focusing on other mods, and especially on 1.6 update, some may require major change because of Odyssey to come. I'm not working on this mod for now, I'll check your suggestion later
Nirahiel 18 Jun @ 11:51am 
Sooo you don't like my suggestion ?
Ionfrigate12345  [author] 17 Jun @ 11:54am 
UPDATED to 1.6
Nirahiel 17 Mar @ 11:08am 
Would there be a way to either set or at least know how much time before a marriage is proposed, and know on a quick glance if we even have pawns that *could* marry ?
For example, a letter pops up :
"Your colonist <name>, child of your faction leader <name>, is now adult.
These factions may propose a diplomatic marriage for them :
* faction list, with estimated time before proposal *"

If we had no compatible faction before (not enough relation) but we do have enough now, maybe a different letter :
"The faction <name> now considers diplomatic marriages with your faction.
These pawns are eligible for diplomatic marriage :
*pawn list*
This faction will propose a marriage in roughly <time>"

(Also if it could be retro-active, meaning if you do code this and after I update the mod, any currently eligible pawn and faction will trigger the letter)
GVLT 11 Mar @ 6:05am 
Still have the problem with enemy attackers spawned during the event not attacking at all.
Also, may I suggest making this event a bit more variable with the ability to generate encounter map and control PA pawns during it?