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I was kinding I hate it, it takes away from the fact you just made this ideology when I should have just picked from one already there as a shift shortly after start was inevitable.
It feels silly when the shift happens without outside influence aka no social bonds with people of another ideo.
1. Before X days pass, the mod doesn't do anything. This is so I could get a proper start. My first interaction with the mod almost made me unintsall it, because I made an ideology and soon after playing, before I got to even figure out what this DLC does, boom, revolution happens and suddenly 2/3 of my people believe in different things. So basically I designed my own ideology and the game told me "nope, I won't allow you to play with that. Here, have a random one you hate to start with instead."
> Just succesfully changes ideology of the entire colony after roughly 2 hours of being there
> Refuses to elaborate
안뜹니다
15일정도 가두면됩니다.
Removed too demanding condition for revolution event to be attempted (due to this problem, when there are few colonists, no event occurs at all).
amt *= 1 - (IdeoCertainty * Mood)
since mood directly affects beliefs.
Neolithic - Rituals around anima trees, archotech ruins, etc.
Industrial - Repurposed psychic emitter (the one with satellite dishes on it).
Spacer (includes the Empire) - High level psychics using spacer or archotech devices to amplify their intentions.
Archotech (Mechanoids?) - Psychic Droners
But always not as planned. It feels like there is another small randy in my game. Due to somewhat randomness in choosing who to betray and when to deploy event, It kept me annoying especially as I run my colony longer.
In the default setting, the possibility of activation occurs only when the certainty of the colonist is less than 90%.
Another condition is the date. Depending on the date, the chance of a revolution may be 0%. This date condition changes in 30-day increments, so it may not be possible until 30 days have passed.
Try adjusting the option values.
The conditions under which it works are pretty tricky.
Because the Revolution event is a big hit, it is easy for users to prevent it.
You can adjust the option value so that it always happens.
It's just an error message about the mod introduce xml file
I'll fix it though.
Apart from that, the mod will now work normally.
Mod Ideology Revolution has a dependency (Ludeon.RimWorld.Ideology) with empty display name.
Impossible. I used the quest system of royalties.
Revolutionary: united forever in friendship and labour
ideology drone world map site quest is use royalty's quest system and texture