RimWorld

RimWorld

Rimocracy
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Update: 21 May, 2022 @ 12:55am

- Dropped support for RimWorld 1.2 (which was long obsolete already). You can download the last release for RimWorld 1.2 here: https://github.com/GarwelGarwel/Rimocracy/releases/tag/v1.3.9
- Added Loyalty: a new need representing citizen's satisfaction with how the colony is governed. It is affected by the citizen's mood, opinion of the leader and active decisions as well as by actions (e.g. arrests) that the pawn supports or rejects. Loyal pawns will tolerate (that is, not vote against) decisions they would otherwise reject while seriously disloyal ones may start protesting. Protests are basically certain mental breaks at the moment, but they are contagious: the more colonists are protesting (relative to the colony's population), the more likely others are to join. You may disable loyalty completely if you don't like it (see mod settings).
- Loyalty affects Governance decay: 100% loyal citizens count as 1/2 of a "normal" citizen for calculation purposes while absolutely disloyal ones count as 1.5; protesters have twice the weight. So the more loyal citizens you have, the easier it will be for the leader to maintain good Governance—and vice versa.
- Regime Type feature removed. It was too artificial and not really fun. I have some ideas for how to make decisions more interesting, but it's for a next release.
- You can quickly increase all citizens' loyalty through a new Social Welfare decision, but it will cost you 100 silver per citizen (for a 10% boost).
- Reworked considerations for why pawns support or oppose decisions and actions. They are all on more or less the same scale now. Some new considerations have been added.
- Removed hard minimum governing efficiency for buildings (was 50%, which interfered with Primitive Workbenches).
- You can no longer assign slaves to ruling in the Work tab (mostly a UI issue).
- Small UI improvements: more dynamic descriptions, better tooltips etc.
- Fixed possible exploit of re-arresting pawns
- Added debug actions for that cheater friend of yours: change Governance or Loyalty, start or stop a protest, appoint a leader

Update: 14 Sep, 2021 @ 12:01am

Possible fixes for issues in Politics tab and elsewhere caused by incompatibility with some mods

Update: 4 Sep, 2021 @ 12:07pm

- Fixed Ideology leader not being assigned on game load
- Fixed error in stat GovernanceDecay
- Fixed data not being reset after exiting to main menu
- Fixed errors when an election campaign is not saved/loaded correctly
- Added support for Primitive Workbenches

Update: 2 Sep, 2021 @ 10:14am

- Fixed (hopefully) issues when loading game with an active campaign
- Improved logging + auto-enable verbose logging when this game-wide setting is on

Update: 29 Aug, 2021 @ 12:43pm

Hotfix: Fixed NRE when loading a game with the active State Igeoligion decision. This decision will now be canceled and you'll have to take it again

Update: 29 Aug, 2021 @ 1:18am

- New games now start with a random succession type instead of always Election. If Ideology is active, your colony's ideoligion influences chances of each succession type. The succession type may also change when your primary igeoligion changes (except if you have Multiculturalism)
- Temporary pawns (i.e. those who have a different home faction) aren't considered citizens any more
- Improved decisions UI and hints here and there
- Duration of "(Dis)like decision" thoughts reduced from 15 to 6 days, "(Dis)like trade" thoughts from 5 to 3 days
- Tweaked opinions of arrest, trade and attack settlement actions; they should make more sense now
- "Ideoligion" is now spelled correctly
- Fixed current term extending when changing term duration
- Fixed backstories not having an effect on governance efficiency

Update: 8 Aug, 2021 @ 5:40am

- Fixed XML errors when Royalty is not installed
- Fixed errors when there are no valid candidates for leadership
- Fixed potential inconsistencies with supporter thoughts
- Governance now correctly affects efficiency of new work tasks (namely suppression power, hacking speed, pruning speed and conversion power)
- Updated metadata to improve mod auto-sort
- Small optimization of Harmony patching

For Ideology:
- Added two mutually exclusive decisions: State Ideologion and Multiculturalism. They need support of the majority of your citizens to be taken or canceled
- State Ideologion strips all colonists who don't follow the primary ideologion of their citizenship (i.e. they can't vote and aren't affected by Governance and other Rimocracy's effects). The primary ideologion gains a bonus to spread, but disenfranchised pawns will be upset. You may use it if you want to protect your colony's ideologion from being taken over and changed by newcomers, but note that this step may be extremely difficult to reverse
- Multiculturalism, on the other hand, extends all rights to all citizens regardless of their beliefs. It means that any citizen can be elected the (Rimocracy) leader, whether they follow the primary ideo or not. However, it will also disable the ideologion leader's role (not to be confused with the moral leader, which isn't affected) and will therefore make some rituals and benefits this role gives unavailable. Followers of minority ideologions will be glad to have full civil rights, and other factions will appreciate it too
- Pawn's memes and precepts affect their support for various decisions and actions
- Improved UX for blocking manual (un)assignment of roles
- Blocked assignment of any roles to current leaders (unless Multiculturalism is active), as it allowed you to cheat-impeach them

Update: 22 Jul, 2021 @ 11:33am

Basic (and experimental) Ideology compatibility:
- Leaders assigned by Rimocracy now double as Ideology DLC leaders. As a result, you can't manually assign or remove Ideology leaders; use Rimocracy's mechanics instead. (Note: The UI still shows it as an option and even displays a confirmation dialog, but does nothing. I'll try to come up with a more elegant solution later)
- Only pawns that can be an Ideology leader (i.e. share the colony's primary belief system) can be a Rimocracy leader
- Ideology slaves are not considered citizens
- When Ideology is installed, its leader titles override Rimocracy's leader titles
- Rimocracy leaders are now recognized by the game as player faction leaders (whether you have Ideology or not)

Update: 19 Jul, 2021 @ 8:22am

- Supports RimWorld 1.2 and 1.3 beta
- Fixed (hopefully) Arrest event firing when moving the prisoner to another room etc.
- Other small fixes and optimization

Update: 24 Jun, 2021 @ 10:44am

Rimocracy 1.3.1

- Fixed an issue, which broke the Politics tab
- Added a checkbox to disable action details dialog from showing (re-enable in the mod settings)