RimWorld

RimWorld

375 ratings
The Sovereignty - A Faction Expansion
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Mod, 1.6
File Size
Posted
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1.624 MB
26 May @ 4:16pm
9 Nov @ 12:00pm
22 Change Notes ( view )
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The Sovereignty - A Faction Expansion

In 1 collection by turkler
The best of the Experience - Director's Cut
15 items
Description


[discord.gg]

I've always wanted a somewhat-established industrial faction in Rimworld. Outlanders from the base game are very basic and the other modded options just didn't scratch that interaction itch I've had.

And so, I present to you, many weeks of work!

A brief overview of the content added by this mod




An envoy from the city states will arrive after you've established yourself as a faction. They will establish diplomatic channels and leave, but not before giving you a copy of their polity charter.




The city states offer great benefits and opportunities. From regular traders to opportunities to pillage bandit bases full of loot.

From then on, colonies not hostile to the city states will get regular inspections:



If you fail three inspections, the city states will become permanently hostile, so beware!





Changelogs


FAQ
Why so many dependencies?
There's a vast amount of content just sitting idle and underutilized. I have always wished a faction mod utilize the content from those mods in a proper industrial faction. That wasn't happening, however, so I decided to pick up the torch and do it myself!

Does this mod work with Combat Extended?
Yes! This mod comes with patches and additional integration for Combat Extended!

Does this mod work with [any other mod]?
Yes! This mod comes with integrations for a LOT of mods. From Vanilla Ideology Expanded - Memes and Structures integration to special fixes for Save Our Ship 2, this mod was made with other mods in mind.

Faction bases/pawns are not generating correctly!
Make sure you have enabled all the listed dependencies. There's a lot, I wouldn't blame you for missing any, but make sure you have all the required mods before making a complaint.

Credits
Bread Mo, who let me borrow their loot crate code.

Mod's mascot, Rosaline, was illustrated by tofuwu_art.

Oskar Potocki, owner of the Vanilla Expanded Team, whose mods this faction relies on to populate much of the pawns and the faction bases.
435 Comments
Willem 28 Nov @ 1:31am 
@Troxi, Only way is to hide it is to store it off-map, I believe the Underground Vault mod works.
Troxi 27 Nov @ 9:49pm 
I don't see it mentioned anywhere but is there a way to "hide" illegal contraband/pawns? (sorry if thats a stupid question Xp)
2_Modray 27 Nov @ 6:03pm 
Yes-anding what Andy said, it might be a good idea to push the tech-level check up a little. I'm guessing it's just checking whether your tech level is at least Industrial, but seeing as you already have that in the typical starting scenario right out of the gate, it's hardly a good marker of whether or not you're established.

Maybe they could contact you once you unlock machining? That tech specifically is really the start of actually doing industrial-tech stuff and, since (at least in CE) it's the second-to-last tech on the early-game rush to make your own ammo, it acts as a good marker for an established colony, as getting to it takes long enough that you're likely to have established some semblance of a base with at least basic infrastructure by then instead of still operating out of just a hastily-built shack or a covered-up cavern with nothing in it.
Jolak 26 Nov @ 9:43pm 
Is Rosaline single?
kasket 24 Nov @ 6:13pm 
u forgot the o in the message pop up. it says diplmatic envoy
galesdeloscien 12 Nov @ 10:53am 
does this have an integration with the "Weapon Tech" mod or niet?
Andy 10 Nov @ 3:57am 
I love the mod, but the way these guys start swarming on your pants every other day from the start of the game is a bit of a letdown for my Ice Shield playthrough. Can you trigger faction interactions once you reach a certain wealth level(or technology), like with the AI ​​Core and Archonexus quests? It's a bit odd that they're sending delegations and inspections even to a single pantsless wildman on the edge of the world.
Moka 8 Nov @ 7:05pm 
The perfect industrial enemy, this mod is polished af
AlexDE 7 Nov @ 9:12pm 
honestly, one of my favorite faction mods. I frankly just wish it had access to higher level tech so going against it was a bit more scary with CE. But I am sure there's a mod somewhere that allows me to swap the default gear.

10/10 mod :D
turkler  [author] 6 Nov @ 2:56pm 
@The Lost Cake the vanilla mercenaries have truly random gear and that's why their outfits are often 'random ♥♥♥♥♥♥♥♥, go!' meanwhile my light mercs have technically random but heavily regulated outfits. same goes for the minutemen too, every part of their outfits - what can go in a specific slot, even the odds of whether they come with any specific piece of armor - are regulated with specific apparel requirements and a whole bunch of xml patches adding apparel tags