RimWorld

RimWorld

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[K4G] Empires of Old - The Alekeepers
   
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Mod, 1.4, 1.5, 1.6
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1 Oct, 2024 @ 8:40pm
12 Jul @ 2:59pm
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[K4G] Empires of Old - The Alekeepers

In 1 collection by Krazy4Games
Empires of Old
12 items
Description




Life is a beautiful thing. It is a gift from God himself, but all too often, man wastes it. He searches for wealth and fame, only to find that such things do not ease his pain. He gives himself up for his king, only to learn that he is a pawn in some wicked game. Civilization frequently leads good men and women astray, but God is forgiving. Our pasts are often full of sadness and sin, but we put these burdens aside in search of a better life. We celebrate good times as they come and endure whatever hardships we must until they do. God shines his blessed light down on us, granting us gifts of ale, liberty, peace, and happiness. We will stand up for our beliefs and live free until our fate comes. Whatever comes, we will meet it with strength as free men.




The Alekeepers is the seventh installation in my Empires of Old mod series. This series aims to expand upon RimWorld’s lore and introduce new alien civilizations to the game.

The monks believe that all life is a gift from God. It is a sin not to take advantage of it. While they lead simple lives, tending the fields of their quiet monasteries, it is all in preparation. Each night, they celebrate living another day free from the tyranny of civilization. As they feast, their brothers and sisters sit alongside them, enjoying the fruits of their labor. Sometimes they are joined by weary travelers who seek a better life. The monks are always welcoming of new members. Whatever regrets they may have in their past, they believe that the future is what they make of it.



The monks will never send raids. They will still defend themselves if attacked.




- 1 new faction.
- 1 new culture.
- 1326 new monk names.




This mod is compatible with CE and VFE – Empire. The new factions will not make use of the new royalty mechanics, such as the Great Hierarchy.

Patched for:
- Vanilla Ideology Expanded – Memes and Structures.
- Alpha Memes
- Vanilla Base Generation Expanded
- Vanilla Backstories Expanded

By default, this faction will use a mix of industrial and medieval technology. This mod will make the faction fully medieval:







Thank you to the RimWorld modding community for answering my stupid questions.

RimWorld is owned by Ludeon Studios.

This work is licensed under CC BY-NC-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/

[ko-fi.com]

37 Comments
neko587 17 Mar @ 11:09am 
200 BREWMEN PASSED BY MY SETTLEMENT

my cpu isn't made to handle the entire oktoberfest

it's likely just a bad interaction between some mods, not this mods fault

but holy shit
Krazy4Games  [author] 1 Mar @ 3:08pm 
@StockSounds Now you see the vision :P
StockSounds 1 Mar @ 3:06pm 
RimWorld is great like that, and when you look at it from the perspective of "You have befriended the religious drunks." then it does sound pretty neat.
Krazy4Games  [author] 1 Mar @ 3:05pm 
I do think that the Alekeepers are probably one of my more realistic factions though. They keep to themselves at their monasteries and practice their religion. They brew beer, occasionally trade, and fight bandits off if needed. Frankly, I think they might be the most reasonable faction in RimWorld lol
Krazy4Games  [author] 1 Mar @ 3:01pm 
@StockSounds Don't worry, I wasn't offended at all. I just think it's funny. I agree that my factions are a little weird but they're supposed to be. Most of RimWorld is pretty weird. I mean, this is the only game I know of where people are hunted by maneating chickens. That's weird but it's awesome.
StockSounds 1 Mar @ 1:04pm 
I'm sorry, I'm not complaining, it just seems so oddly specific to me.
StockSounds 1 Mar @ 1:00pm 
I mean, alright.
Krazy4Games  [author] 1 Mar @ 12:07pm 
@StockSounds The tribals survive with sharpened sticks and rocks, these guys actually have rifles and swords. They survive the same way as everyone else, by fighting back. Sometimes they win, sometimes they don't.

Also they're not a global power. Unlike most of the factions in this series, the Alekeepers are a minor faction. They're not a major fighting force, they just don't seek trouble.

:P
StockSounds 1 Mar @ 6:34am 
I mean, no, I'm wondering how they've survived this long with the threat of pirates and could have possibly became a global power.
Krazy4Games  [author] 28 Feb @ 11:07pm 
@StockSounds I don't know. Are you telling me that 3 random idiots, that each believe that eating while standing up is a crime against nature, crash landed on the most obscure planet in the galaxy with their pet chinchilla and single-handedly slayed half of the planet's population, brought a technologically-advanced royal empire to its knees, created the most powerful drug cartel in mankind's history, and defied the laws of nature to create new species of all-powerful superhumans to rule for all eternity is somehow less random than the idea of a few monks building some monasteries?

No, you're right. Some monks are obviously too big of a stretch for this game.