RimWorld

RimWorld

Hire Empire
61 Comments
Broms  [author] 15 Jul @ 6:47am 
You should still be able to hire both factions since the hire UI will list any factions you can hire from.
Biden II 10 Jan @ 2:02pm 
There is a strange occurrence I have noticed while using this mod alongside VFE-Pirates. I am not sure if this is known or not but it is worth noting if you intend to use both mods you can either hire the Empire, or you can hire Pirates. NOT BOTH. I imagine this comes down the the fact that this mod is using the VFE framework, thus the framework interprets the hiring of the empire as hiring the pirates making so players are unable to hire both simultaneously. I will make a post about this on the VFE pirates mod page as well, other players beware. Still love this mod.
Broms  [author] 24 Mar, 2024 @ 6:29am 
FYI this mod should work automatically with 1.5 once the VE Framework is updated. I'll add the 1.5 tag to about.xml once 1.5 is here.
kamiowo 24 Mar, 2024 @ 4:46am 
great now i can do my own empire!
GabyGaby 25 Dec, 2023 @ 8:46am 
My workers were kidnapped and the contract would not resolve, and it is impossible to cancel.
I did find a solution, but it is kind of messy. For those who have the same problem - spawn the kidnapped pawn, use Spawm World Pawn in Dev actions menu, then find and spawn pawns that were kidnapped one by one.
Pyro 23 Dec, 2023 @ 12:50am 
Hi - thanks for this great little mod, perfect for hiring on-demand labour!

Not sure if you're taking suggestions but I have some below if its possible to do a 'check' to see if Vanilla Apparel Expanded (VAE) and Vanilla Apparel Expanded — Accessories (VAEA) is installed and apply some of the clothing to them and maybe some new groups with higher cost per day?

Imperial Builders - Much higher base Construction and Crafting skills. If VAE is installed, give them a Jumpsuit, Apron, Builders Jacket, Hardhat, Boots, Gloves and, if VAEA installed, a Toolbelt.

Imperial Farmers - Much higher base Plants and Animals skills. If VAE is installed, give them Fleece Shirt, Overalls, Jeans (or any trousers), Boots and Gloves.
Broms  [author] 26 Aug, 2023 @ 4:42am 
@Noisy Koi that would require some kind of C# which I cannot do, as the xml patch I am using is utilizing the Vanilla Expanded Framework's code. You're going to have to self enforce not hiring empire if you're hostile.
Noisy Koi 25 Aug, 2023 @ 9:11pm 
with the release of deserters, you can still hire imperials as deserters and while hostile to the empire. is there any way you can patch it so you can't hire imperials if you are hostile with the empire? or atleast that they would be hostile when they show up?
Broms  [author] 31 May, 2023 @ 5:29am 
Update on 5/31/2023 8:29:11 AM.

Fixed error with the optional Cheap Labor patch, thanks Adaxizui for the report.
Broms  [author] 31 May, 2023 @ 5:13am 
Great quesiton @Adaxizui. This mod uses the Vanilla Expanded Framework's hire code via xml. Next time this happens take a hugslib log (ctrl + F12, using this standalone hugslib publisher mod since hugslib's log links are broken: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2873415404) and post it to the Vanilla Expanded Framework steam page since this is a bug/edge case that their C# code does not account for.
Adaxizui 30 May, 2023 @ 8:22pm 
Thank you very much for continuing to maintain your mod.It appears that there is an error related to enabling the mod options Low class laborer, which stops occurring when I disable them. This error might be caused by another mod. However, I am currently facing a small gameplay issue. I hired three combatants for a raid, but they were all captured by pirates instead of defeating them. The problem is that I cannot cancel their contract and hire new people because they are listed as captives in the game, not dead. What should I do? Should I send my own people to rescue them?
Broms  [author] 30 May, 2023 @ 4:26am 
@Adaxizui I checked the mod and it makes no reference to that so it appears unrelated to Hire Empire. If you use rimpy you can search the content of your mod xml files for "<baseRecruitDifficulty>0.30</baseRecruitDifficulty>" to find whatever mod is giving this error.
Broms  [author] 30 May, 2023 @ 2:51am 
@Adaxizui, I don't think this mod touches that but I'll double check.
Adaxizui 29 May, 2023 @ 8:14pm 
Hi, I found a problem in the game that might be related to this mod. It mentions an error with parentheses "(Empire_Common_Laborer_Cheap)".
and this
XML error: <baseRecruitDifficulty>0.30</baseRecruitDifficulty>
Broms  [author] 24 Mar, 2023 @ 3:50am 
@reapers_insanity2019 if you enable cheap labor in the mod options, those workers come with a joywire installed, that should help.
Reapers_insanity 24 Mar, 2023 @ 3:36am 
some feedback and possible suggestion as dont think this is intended but whenever i hire a group of workers one or more of them always goes into a mental breakdown or it always ends up being more problems then its worth
example is game im playing now literally 3 minutes into hiring them and them landing one of the workers is already in a mental breakdown and will be for the entire time of employment why? because "hideous environment" i had them working in a cave esentually (mining base out) and working in fields

what i suggest is maybe give them a positive mood boost for the time they are employed because i dont know about you but if i hired someone to do a job and they didnt work at all id be quite pissed off
Sarius 24 Jan, 2023 @ 11:02am 
@Broms
Ok, I'll report there. Sadly, I dont have meny logs. It was something like entire season before I found out that something is not right
Broms  [author] 17 Jan, 2023 @ 5:42am 
@Sarius please report this to the Vanilla Expanded Framework mod page with a log if possible as this mod simply uses their code via xml and I have no control of their C# code.
Sarius 15 Jan, 2023 @ 10:49am 
Hi
Bug Report here
During contract I've got dipomatic mariage event. Some tribals wanted one of empires workers. I agreed. I thought that this will count as loosing colonist and will innquire 5% panalty for dead worker. What happened is :
1. Colonist joinded different faction
2. Remaining contract time is 0, AND WILL NEVER EXPIRE.
3. I can't cancel contract (it opens pop-up about me not receving refound, and when confirmed close coms console, but contract is still active.
This means i can't make any contract on this save. I tried dev mode but i don't se any more options in com-console. Nor "Force finish contract" or something.
Broms  [author] 14 Nov, 2022 @ 10:50am 
It just occurred to me as well that that should be fixed once the next unstable update moves to the live update as genes no longer force traits like Wimp. We'll see how the patch goes.
Broms  [author] 14 Nov, 2022 @ 10:44am 
@Tutankhamun the price is their combatpower which is a vanilla stat created by Ludeon. I am guessing that since the Empire has genies in their allowed xenotypes that sometimes you'll get genies with the Cataphract PawnKind. You'd see the same thing too if you raided an Empire site and saw Cataphract pawns there.
Tutankhamun 14 Nov, 2022 @ 9:32am 
Why am I paying 150$ for wimp cataphracts?
Broms  [author] 21 Oct, 2022 @ 1:19pm 
Updated to 1.4
Canon 15 Aug, 2022 @ 1:30am 
Do you have that mod that keeps colonist ownership when they leave in caravans "Keep Bed Ownership" or something along those lines?
Broms  [author] 25 Jul, 2022 @ 10:02am 
Hi @Melyn, you should post that report on either the Vanilla Framework Expanded or the Vanilla Pirates Expanded steam workshop with a log as this mod uses their code.
Plutoski 25 Jul, 2022 @ 6:33am 
there's one serious bug with this mod, when you hire pawns for a day or more, they'll eventually use beds to sleep, and after their contract ends, the bed will show you "unassigned" you think it's empty bed but if you click on it you'll see that its assigned to these colonists.

why is this a problem? your actual colonists will have no room to sleep because the game thinks the beds are assigned to the workers you hired.
Broms  [author] 11 Jul, 2022 @ 10:27am 
Hi @Ambi, you should post that report on either the Vanilla Framework Expanded or the Vanilla Pirates Expanded steam workshop with a log as this mod uses their code.
Cozy Fawn 9 Jul, 2022 @ 6:29pm 
Hired help got kidnapped now I have open contracts and can't hire anymore how to work around this?
Broms  [author] 21 Jun, 2022 @ 5:13am 
Happy to help! I'm willing to support any other mods just post suggestions here.
skk 18 Jun, 2022 @ 4:45am 
@Broms thank you so much for this. Having the extra hire options from Royalty Empire Rework really adds some choice to the hiring of pawns.
skk 17 Jun, 2022 @ 2:19pm 
@Broms awesome! :steamthumbsup:
Broms  [author] 17 Jun, 2022 @ 12:03pm 
@skk working on the patch now, just need to test it and iron out any issues. Will post an update today.
skk 16 Jun, 2022 @ 6:23am 
let me know if you do. Will be first to download :)
skk 14 Jun, 2022 @ 4:27am 
Would be amazing!!
Broms  [author] 9 Jun, 2022 @ 5:41am 
@skk I could do that when I have time maybe this weekend, it would be a simple patch that adds their pawnkinds to the recruitable list.
skk 8 Jun, 2022 @ 3:20pm 
You could use the pawns from the mod Royalty Empire Rework:
Trooper - Imperial Trooper
Their New Gear:
- Cataphract Armor
- Charge Rifle
Shooting - 10~15
Armor Color - White
Gear Quality - Excellent

Janissary - Imperial Support Trooper


Champion - Imperial Grenadier


Cataphract - Imperial Shock Trooper


Stellic Defender - Imperial Royal Stellic Guard


Stellic Warden - Imperial Royal Warden
skk 8 Jun, 2022 @ 2:12pm 
Super cool! Thanks @Broms. Any plan to extend the feature (more types of pawns that can be hired?)
rifleman500r 16 May, 2022 @ 3:22pm 
there's a weird bug when running this with ideology where whenever I hire labourers, I always get funeral opportunities in the empire ideology for people who don't exist/aren't dead?
Broms  [author] 6 May, 2022 @ 7:34am 
5/6/22 Update:
Changed Common Laborers and optional cheap labor to arrive equipped with basic weapons such as clubs/knives.
Harmless Orange 6 May, 2022 @ 5:55am 
@Broms knives, clubs wood, beer, anything cheap really. Daggers work too.
Broms  [author] 6 May, 2022 @ 5:11am 
@Harmless Orange, do you have a preference of which weapons they come with? does a dagger seem appropriate?
Harmless Orange 2 May, 2022 @ 11:57pm 
Can the hires come with their own weapons? They keep trying to take my own stuff.

Especially the cheap labor and commons.
Schizophreniac 1 May, 2022 @ 10:58am 
@Broms resubbing did nothing unfortunately all the hired help left yet in the contract tab two people are still left and i cannot cancel the contract
Broms  [author] 30 Apr, 2022 @ 1:25pm 
@Simpinator not sure, I would try unsubscribing and resubscribing to the Vanilla Expanded Framework to make sure your version is up to date since this mod just uses their code via xml.
Schizophreniac 30 Apr, 2022 @ 12:01pm 
For some reason whenever all the hired help leaves the contract cannot end either through time running out or cancelling any help?
Broms  [author] 27 Apr, 2022 @ 6:58am 
Hmm I would need to learn how to make C# mods in order to have adjustable mod options. I can look into learning this but I can't promise anything anytime soon.
Harmless Orange 27 Apr, 2022 @ 6:29am 
Maybe instead of having "everyone has them, or no one has them", make it an adjustable chance to have joywire. With the default option being at 0%.

Lore-wise, I'm not sure everyone would be willing to install stuff like that.

Gameplay-wise, this would give players control over who, and how often has joywire, without needing to bother you.

It will also allow you to expand that system as needed/wanted.
Broms  [author] 27 Apr, 2022 @ 5:28am 
I could add an option to install joywires on the standard common laborer pawnkind def if you want.
Harmless Orange 26 Apr, 2022 @ 8:47pm 
I actually had no idea this mod had optional cheap labor. I've been using the Common Laborers this entire time.

As for joywires... I will let you know after I try it out. But for just hauling and cleaning it should be fine.
Broms  [author] 26 Apr, 2022 @ 6:33pm 
Added a pre-installed Joywire to the optional cheap labor.