RimWorld

RimWorld

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Vanilla Ideology Expanded - Memes and Structures
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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37.245 MB
Oct 24, 2021 @ 11:08am
Sep 9 @ 4:33am
59 Change Notes ( view )
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Vanilla Ideology Expanded - Memes and Structures

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]







Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.

The goal of the Memes and Structures mod is to add unique memes, and… well, structures to your game. For some reason certain obvious choices like Shinto, Taoism and Eldritch were missing from the base DLC, and this mod is here to introduce them to the ideology creation.

With unique memes, players will be able to diversify their playthrough every time they play. This should increase longevity of the game and also make it way more unique and personalised.

This mod adds 36 new memes, alongside many new structures, rituals, precepts, specialist roles, items, objects and mechanics. It should greatly expand what Ideology has to offer, and meshes nicely with the rest of the DLC. With Vanilla Ideology Expanded - Memes and Structures you will be able to create powerful psykers that simply love chocolate, a corporate scrap trading business, a fishing republic, a bunch of god-king radicals, mechanoid technocratic union and much, much more.



A: Can I add it mid-playthrough to an existing save?
A: Yes, albeit to no effect, as ideologies are only created upon starting a new game. You can however edit ideologies in dev-mode.

Q: I don’t like certain meme, can I remove it?
A: No, this whole mod comes as a bundle and there is no way to remove certain elements of it. Remember: You can use dev-mode to tweak ideologies, disable specific precepts, roles etc!

Q: I want more than 4 memes!
A: Check mod options! You can increases number of memes, styles, rituals, relics and ideo buildings.

Q: Can I suggest a new meme?
A: Without a doubt, we accept all suggestions. Please use the pinned Suggestions thread for it!

Q: Where should this mod be placed in the mod load order queue?
A: Under Ideology, our Framework and any mods that specifically mention having to be above this mod.

Q: Is it compatible with another mod that adds memes?
A: Depends on what memes such mod adds. Chances are, if someone else alters the same game components, our memes can become incompatible.

Q: Does this work with Combat Extended?
A: I would believe that potentially yes but I still need confirmation, so if it does not, let me know.

Q: I disagree with you merging Taoism and Shinto into one structure. I feel personally attacked and I hate every fiber of your being.
A: Mod development is in many ways similar to game development. We use something called ‘work-hours’ to evaluate how to distribute time into various ingame features. Creating ideological styles takes a tremendous amount of that time, so I personally decided to merge both Shinto and Taoism into one structure and if you bear with me I will explain why.

Shinto has 3 million followers worldwide. Daoism has 20 million.
Christianity has 2.5 billion followers (lower estimate). The game takes place 3000 years into the future. Shinto and Daoism together only have a 1% of followers compared to Christianity. This is an argument for them two merging into one ideology to survive 3 thousand years.

Shinto and Daoism are both about balance, harmony, attracting opposites and venerating ancestry. There is more similarities between them than you probably realize. I can't spare enough hours to accomodate both Shinto and Daoism. Each structure takes hours upon hours of work, both art-wise as well as creative writing-wise.

I wouldn't do one without doing the other, so at this point it was a choice between merging them to make one, more complex structure, or not doing them at all.

While I understand some people might not like it, there are some ideologies not covered AT ALL in the game - Judaism, Sikhism etc. At least now people who want to have a Shinto or Daoism inspired religion can use the new, merged one.



[forms.gle]



Authors:
Oskar Potocki, an artist responsible for graphic design.
Sarg Bjornson, a programmer responsible for the code of this mod.
Chowder, a creative writer responsible for majority of ingame descriptions.
Luizi, artist responsible for Insectoid helmets.
Isorex, artist responsible for esoteric art.
Fire Worship sponsored by TheWelp.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]



















































Popular Discussions View All (2)
549
Oct 18 @ 10:52pm
PINNED: Suggestions
Oskar Potocki
108
Oct 28 @ 11:47am
PINNED: Patch Suggestions
Macropod
2,886 Comments
DemonfromtheVoid 20 hours ago 
oh sorry.
Sarg Bjornson  [author] 21 hours ago 
That is unrelated to this mod
DemonfromtheVoid 21 hours ago 
components in the ideology im using are named "necrotic soul components" but for the recipe im trying to build, it is calling for "necrotque soul" instead of what it actually needs for the gravship substructure
Sarg Bjornson  [author] 21 hours ago 
The what now
DemonfromtheVoid 21 hours ago 
not sure where to put this, but the there's a misspelling for the eldritch cult ideology. as it is spelled as " necrotique soul" instead of necrotic soul when trying to build the eldritch cult themed gravship substructure
discount_arrayseven Oct 26 @ 9:48am 
This is really cool but Id really love a mod where ideologies can interact with each other. Maybe ideologies with similar memes and shared structures have increased opinion and reduce the effects of bigotry and apostasy for example.
Maybe even successful colonies can naturally start converting other factions with similar memes in particular towards their own ideologies, as people might think that the success and wealth is a measure of your colony being the "true interpretation" or something. And conversely poor colonies with low mood will begin to lose certainty and be more likely to convert to similar ideologies or even switch to entirely different ideologies if things are bad enough for long enough.
Likewise religious conflict and ideological conflict would be quite cool. You can imagine how that might work alongside the faction system.
Tygrtraxx Oct 24 @ 10:59am 
You guys put so much work into your mods. I have trouble picking which ones I want to play xD.

This one is one of my favourites, but for the Eldritch Cult ideology, I agree with a few of the older comments where it can become a micromanage nightmare for the larger colonies to keep corruption above 0 but below 100. I thought i'd throw a few suggestions out there:

- Putting a slider in the options to allow users to adjust how much range they want the obelisk to have, rather than 10 squares and spamming them all over the base.
- Make it harder for pawns to actually hit 100% corruption by adding some sort of diminishing returns when they reach certain thresholds (60%, 70%, 80%, 90%). So a pawn at 80% corruption won't gain corruption as easily as a pawn that is at a mere 5% corruption.

Anyhow, just a few thoughts. I also highly appreciate that you guys have the source on Github since I can make the small changes just for my singleplayer game. Once again, thank you!
柒隼 Oct 23 @ 11:20pm 
Can the maximum number of ritual be increased to 99,15 is still not enough.
Shishizurui Oct 23 @ 1:00pm 
I've wanted to create an ideology for awhile that my colony more or less sees a specific Xenotype race as people, where helping them is desired, however they could care less about baseliners and other xenotypes
Sarg Bjornson  [author] Oct 22 @ 10:58pm 
Structures are all fluff