RimWorld

RimWorld

494 ratings
Faction Resources
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
412.339 KB
24 Feb, 2020 @ 2:08pm
21 Apr, 2024 @ 10:19am
40 Change Notes ( view )

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Faction Resources

Description
Unlisted due to bugs that popped up with the last couple Rimworld updates. No game breaking bugs but there will be times where resources will not be added or subtracted at the appropriate times.

If you'd prefer a lighter-weight alternative, try my new mod Faction Raid Cooldown.

If you want a rather ambitious replacement, try Rim War instead.


Original Description
The goal of this mod is to make the factions feel less like infinite enemy spawners and more like actual factions in the world. If a faction sends a huge raid at you and you kill most of them, they will suffer massive losses and be unable to send another large raid for some time.

This is only applied to factions that have settlements in the world. So mechanoids, insects, or any other 'hidden' faction are not affected.

Designed to be used with my other mod, Enemy Self Preservation, but can be used standalone.


Mechanics
Factions how have resources they spend when they spawn groups of pawns. This applies to most scenarios where pawns are spawned, so that includes raids against your settlements, your attacks on enemy settlements, caravan ambushes and so on. Factions without enough resources should be automatically excluded from events, however if a faction is forced to spawn pawns for some reason and they don't have the resources for it, they will be allowed to spawn a single pawn to avoid anything breaking.

When a pawn leaves a map of it's own free will the resources that were spent on the pawn are refunded, minus a percentage based on its current health. If a pawn gets shot up badly but manages to limp away, the faction will only receive a small amount back.

This also applies to friendly factions. So if a trading caravan shows up at your door, the faction had to pay for it with a significant amount of resources which they will receive back when the caravan leaves... unless of course something happens to them.

A faction's maximum resource capacity is based on how many settlements they currently have, plus a multiplier based on their tech level and a little bit of randomness. In general, the higher the tech level, the higher the maximum capacity. If a settlement is destroyed, their maximum capacity suffers.

Every in game hour every faction will receive a small amount of resources based on their maximum capacity, their tech level, and your chosen difficulty level. In general, the lower the tech level, the faster they regain resources. It is easier to acquire a club than it is to acquire an assault rifle after all.


Extra Features
  • Customizable: Each faction has a multiplier for their resource capacity that can be adjusted at anytime on the settings screen if you feel a certain faction should have more or less resources. Adjusting the capacity will also recalculate all other values.
  • Exclude factions: If you have a certain faction that you don't want to use the resource system, they can be excluded from the settings screen and they will operate like a vanilla rimworld faction.
  • The message that appears when a faction receives a refund for a pawn exiting a map can be disabled.


Compatibility
  • Not compatible with Rim War: Use Rim War instead of this mod. Rim War has its own system similar to this mod, using this mod with that one will have undesirable results.
430 Comments
HighFlyer96 19 Apr @ 7:04am 
Just encountered a bulk goods trader at my base. A Single pawn without resources, animals or trading option. When a caravan encounters another caravan to trade, they often just have 1 pawn, no animals and 1-2 pemmican to trade without any money.
HighFlyer96 18 Apr @ 8:23am 
Same experience as Scytheangel. Allied factions lose resources just like enemy raid, but don't recover anything even if I gift the caravan a bunch of resources.

Furthermore, quests that promise me a handful of enemies in an outpost only spawn a single enemy colonist when the resources of the factions are low. Accordingly, they drop to 0 when I kill that single pawn.
Scytheangel 10 Apr @ 5:23pm 
not working correctrly for me, when traders come they lose resources, but when they leave they dont recover them.
Mayo 5 Jan @ 6:42pm 
@blackrave from my experience, it works pretty well still. The faction resources are deducted when a raid starts, and when a raider leaves the map the resources have gone back up a little bit. I haven't really noticed any drastic amounts of points being added when a raider leaves the map, nor have I noticed a lack of points being deducted or added during raids, but then again I'm often too focused on the raid itself to really pay attention to those numbers.

In short, 99% sure it works all the time even on a heavily modded game.
blackrave 10 Nov, 2024 @ 7:18pm 
So what is the state of this mod.
It works? Doesn't work?
Or works sometimes?
Ionfrigate12345 14 Jun, 2024 @ 12:23pm 
@Lachy Distance based calculation is very performance consuming. I dont think thats a good idea.
Lachy 10 Jun, 2024 @ 9:47pm 
"A faction's maximum resource capacity is based on how many settlements they currently have"
This means playing on a 50% map is harder than 30% because all the settlements globally are one giant pool of resources?
If that's true, then surely it should be based on settlements in a radius of actual travel time of x days.
FlareFluffsune 8 Jun, 2024 @ 2:16am 
Is there any chance to add a button to increase/decrease all factions resources at once. And maybe add CTRL/SHIFT modifiers to increase by 0.5/1/10 at a time perhaps?
Daimyo 31 May, 2024 @ 2:08pm 
Hey Murmur, commented on your other mod too, do you have your code posted online for others to build off of and credit? I think there is a huge demand for this mod. Everyone was hoping Anomaly DLC was the world map/faction/caravan DLC that would develop those systems more.

Does this mod take into the vanilla threat cap, like if a faction generates 50,000 points, will it only ever spawn 10,000 threat raids?


This one even links your mod:
https://www.reddit.com/r/RimWorld/comments/1cfqz9c/is_there_a_mod_that_makes_other_factions_hurt/


4 days ago:
https://www.reddit.com/r/RimWorld/comments/1d23fv4/why_raiding_on_rimworld_is_awful/
Imperial 18 May, 2024 @ 10:22am 
@Murmur; very focused and intelligent mod, should be part of vanilla, my respect for identifying and focusing on adding this common sense thing in a simple manner. Quick q-

AI 1 loses all pawns in a fight against AI 2. Is there a cool down applied on AI 1 for any hostile activity vs. the player? Is the cooldown applied to AI 1 vs. other AI?