RimWorld

RimWorld

Empire
Taki 29 Jan, 2021 @ 6:18am
My review (improvement recommendations included)
I've played a ton with this mod but the only issue I have with it is lategame tax letters. Those are high notifications for something small text at the top of the screen can cover. Settlement upgrades and construction completion are one thing, but routine activity from the faction having a notification is like getting a pop up when pawns eat. It simply needs a toggle off feature in the settings.

Another issue is uncontrollable road building. I simple refused to research roads on my next campaign after I had my map densely spiderwebbed with roads from my faction. I picked up a mod that requires a pawn to manually caravan and build the roads in its place.

A minor UI/UX issue is trying to upgrade a settlement, clicking how much you are charged and getting the UPGRADE IN PROGRESS notif. Simply lock the button and change it to UPGRADING and the user will be informed of upgrade progress properly.

Last minor issue which is mega difficult to control as a developer is late game inflation. Resources are meant to be used if you reach surplus. Late game, this mod made resource gathering and currency an afterthought. The empire concept is scalability but the game simply doesn't support scaling to that extent well. It lead to me having a dedicated caravanner to liquify my assets and bring back something useful (not silver) lol.

All in all, I have to say this is a good mod. It is clunky at points but provided an interesting use for currency. My favorite part about it is that the settlements that I create have their own trading supply. I may use this mod again in the future but limit myself heavily from its power.