RimWorld

RimWorld

The Sovereignty - A Faction Expansion
325 Comments
Coles Team member 33 minutes ago 
Good mod you will be missed
Commander Link 21 hours ago 
we had a rough start, but i will miss the sovereignity, they made great enemies.
I cant go back to 1.5, my pc is basically a toaster with a screen attached, so the performance additions are amazing
LZIM 22 hours ago 
dang was just about to comment that its a pity this mod hasnt been updated yet sinceonly tried it in the finaly weeks before 1.6, but oh.. ok ideology too? nvm mind

o7
HUNNI 11 Jul @ 3:18am 
I'm just hanging out until the next inspection, where the inspector will decide if my Persona Monoblade is illegal or not. if they do then they shall join the other 250 pawns who met it, for i have vanilla psycasts expanded installed.
R4nD0mI3z 10 Jul @ 5:54am 
Judging from Oskar's patreon VFE Security is not going to get 1.6 update. It will be remade instead, but there is no timeline for that. Just FYI that waiting for dependencies may take some time.
turkler  [author] 7 Jul @ 7:22am 
@C0lin2000 I'm waiting on some of the dependencies, like rebuild, to be updated. my hands are tied until the dependencies are updated I'm afraid
C0lin2000 7 Jul @ 4:27am 
@trunkler how hope we get 1.6 soon wanna break laws again
turkler  [author] 6 Jul @ 6:10pm 
@eaglegundam :ujel:
eaglegundam 6 Jul @ 10:16am 
so how would i hide stuff like wall it of ordoes it have to be a complete diffrent map?
Larloch77 3 Jul @ 7:31pm 
Can I just hide the illegal drugs from the inspectors? hehe
kajetus69 3 Jul @ 7:03am 
How many laws are possible?
kajetus69 3 Jul @ 7:02am 
It would be cool if it had integration with mods like rimatomics where polity charter bans rimatomics weapons
Gedsparrow 1 Jul @ 8:20am 
Yeah, the map was already safe but I was stuck there for like a day after clearing the enemies since I was tending to my downed pawns
turkler  [author] 30 Jun @ 11:11am 
@Gedsparrow huh, I'll take a look. I don't think I ever accounted for an encounter map being the primary map. thanks for the report!
Gedsparrow 30 Jun @ 11:04am 
Got a bug while assaulting a thug hideout. Some inspectors visited the map and then they found narcotics so they got angry at me lol
MMorin 29 Jun @ 2:51pm 
@2_Modray, it seems if you reach Neolithic tech level is when they show up, been doing a VE:Tribal start and they left me alone when I was a group of cavemen.
turkler  [author] 29 Jun @ 7:25am 
@2_Modray minimum a few colonists (which, yes, three does meet just barely) and a tech level check
2_Modray 29 Jun @ 6:35am 
Are there conditions for the dignatary's arrival? The description says "after you've established yourself as a faction," but they always show up very early in a playthrough. I'd hardly call three hobos living out of a cave for a season "established as a faction."
turkler  [author] 28 Jun @ 10:31pm 
@Pirisel1112 you can already hide stuff from inspections with various methods. the inspections don't cheat, they can only see things that are on the map at the time of the inspection
Pirisel1112 28 Jun @ 6:47pm 
will you consider adding way to hide stuffs from inspection?
turkler  [author] 28 Jun @ 12:40pm 
@LNBalestra it does, just inspect the item
LNBalestra 28 Jun @ 12:36pm 
you know what would be cool? if the polity charter item actually went into detail on the laws the colony has to follow (or at least more in detail than it does now). or maybe that could be done in a google doc or smth. smth like that would be cool
MMorin 27 Jun @ 3:54pm 
i enjoy using them as almost guaranteed security for the early game, but not letting me have mechs, or even the silly cheap robots constructed at stands from VFE Mechs and DMS makes them my enemy as i expand. idk if there might be a way to maybe have the rules set to be randomized if even keeping the same categories that would be a neat update down the line.
MichalPl111 25 Jun @ 4:29pm 
Geneva checlist Compatible?
Strangely unnormal 25 Jun @ 12:26am 
np.
i also encountered an odd incident, the envoy showed up, 2 guys got into a social fight and ended up downing one of them, they left without leaving behind their charter, but it appears i've technically joined the sovereignty since i just got an inspection.
turkler  [author] 24 Jun @ 11:56pm 
@Strangely unnormal huh, good catch. thank you, will fix
Strangely unnormal 24 Jun @ 11:54pm 
i believe the diplomatic envoy event has a small typo, i just encountered it and it said "Diplmatic envoy".
The Memphis 23 Jun @ 3:56pm 
They polished the last of my meals then started eating my raw meat... bit weird
turkler  [author] 22 Jun @ 8:45pm 
@The Memphis yep, intended
The Memphis 22 Jun @ 6:05pm 
not just the envoy, the entire sovereignty is helping themselves to our freezer.
turkler  [author] 21 Jun @ 3:33pm 
@Harduk it wasn't intended but I found the idea of the envoy stealing your lunch so amusing that I kept it in
turkler  [author] 21 Jun @ 3:33pm 
@Smiley Face Killer hard drug is a vanilla term, it refers to drugs that have no 'safe dose' ie. always have a chance to become an addiction. those are all banned
Smiley Face Killer 21 Jun @ 10:04am 
What exactly classifies as a narcotic? Is it the "Hard drugs" category? The Chemical itself? I have a lot of mods so I'm having a hard time telling what's a narcotic and what's not
Willem 21 Jun @ 7:46am 
@Harduk, Of course, got to show hospitality and obey their needs as their Subject after all.
Harduk 21 Jun @ 6:23am 
Is it in intended for them to eat my food?
turkler  [author] 21 Jun @ 2:56am 
@5ythet1c it should say what item was found in the logs
5ythet1c 21 Jun @ 2:35am 
I love the mod but when they find something illegal can you have it highlight what is illegal because apparently i have drugs in my colony but i ain't got none and i don't know whats triggering it
Dr. Jekyll 19 Jun @ 2:31pm 
I love this mod, but PLEASE give at least one of the traders plasteel. Every other faction has at least some trader that gives plasteel, but it seems that not one from the sovereignty carries plasteel. ive waited several in game years for plasteel, but my deepscanner couldn't find any and not any could be found mine-able on the map. I'm not sure if the traders from the sovereignty can override other traders, but it seems like other traders arrive less often. trying to keep your wealth low while waiting for plasteel is difficult when no one seems to be supplying it. other than that, great mod, love the faction.:steamthumbsup:
turkler  [author] 17 Jun @ 8:53am 
@Commander Link thank you! sadly there's currently only two base layouts (making base layouts takes a lot of time, and it's either this or the vanilla boxes) and one of them mountain base layout is definitely weaker than the other. I'm glad to hear you enjoyed it
Commander Link 17 Jun @ 8:51am 
I needed some drama / tension because my base is too well defended, so I decided to attack the sovereignty. The attack on their base is the most fun ive had in a very very long time, so many good cover points, different infiltration strategy options, you really thought of everything like a master designer. The only time I have even come close to this was sieging my own base by manually using dev mode to change the ownership of everything to enemy hands. Very satisfying fighting sovereignty.
Minuano 16 Jun @ 12:38pm 
can you read the charter?
Rie's #7th Simp 16 Jun @ 3:06am 
This mod has finally given me what I wanted. They ability to properly siege a settlement and go into CQC. Instead of the usual human wave tactics the AI uses.
I hope CAI 5000 is compatible with 1.6, because I can't wait to combo them together when the new performance updates hit.
Legate1864 15 Jun @ 6:35pm 
So I've run into a problem with some of the pawns in the Sovereignty Faction, where pawns will spawn naked (No torso apparel) it was mainly the Regular infantry and Heavy variants, grenadiers, juggernauts, medics, and etc. After doing some testing I found it was Character Editor by Void. Once remove the proper torso apparel would spawn. I just wanted to let y'all know in the event that this happens to anyone here. So after starting a game I would recommend uninstall the editor mod and things should be fine. :er_wave:
trinc.ne 15 Jun @ 2:55am 
They hate the DMS mechs too — even though, according to DMS lore, those were explicitly designed without personalities and intended purely as tools of war. It would make perfect sense for an industrial faction to support robots that reduce the number of human casualties. Maybe they'd ban maid-synths, sure, but why the hell do they hate my tarbosaurus? That’s a mystery.

This mod is absolutely amazing — exactly what I needed for my roleplay as a democratic republic fighting against slavers, drug lords, and all kinds of scumbags.
But I just can’t live without my tarbosaurus. 😢
Commander Link 14 Jun @ 9:33pm 
I took the time to go get the original basegame textures and replace them in the mod and am now enjoying the sovereignity :>
Commander Link 14 Jun @ 7:38pm 
it's not your fault. i really should take my complaint elsewhere. apologies
Commander Link 14 Jun @ 7:37pm 
@turkler I dont want to ignore all of the cool stuff, it's probably the only good faction mod that actually made an effort, but I cant stand how that one rebuild: doors and corners mod affects the look of my entire colony
turkler  [author] 14 Jun @ 9:42am 
thank you
Surasu Undying 14 Jun @ 8:47am 
Steemed modder, i would like to thank you for all the mods you have made! I deeply love them and have them in my core list. I wish you the best of the best!
turkler  [author] 14 Jun @ 7:24am 
@Commander Link ''what if I played with your mod and ignored all the cool stuff that's the point of the mod'' yeah what then