// Management · RimWorld Mod

Allied Ideologies

Ever wanted to roleplay a colony with two different ideologies that don't constantly try to convert each other?

Ever wanted to roleplay a colony with two different ideologies that don't constantly try to convert each other? Dreamed of building a society, where one ideology leads and the other willingly follows?

Allied Ideologies makes it possible.

About


Allied Ideologies lets you declare a truce — or a hierarchy — between any two ideoligions in your colony. Pick two ideoligions, mark them Allied, and choose whether they're equals or one is Dominant over the other. Every ideoligion not part of a declared pair behaves exactly as in vanilla.

What changes between an allied pair:
  • Passive conversion between the two is disabled, in both directions.
  • Ideoligion-based social conflicts between their pawns are suppressed.
  • Attending each other's rituals is mood-neutral — no bigotry penalty.
  • The vanilla "different ideoligion" opinion penalty between them is removed.


If one is set Dominant over the other, on top of the above:
  • The Subordinate ideoligion's pawns get a mood bonus when the colony leader is Dominant, and a penalty when the leader is their own (Subordinate) ideoligion or an unrelated third one.
  • The Dominant ideoligion's pawns get a mood penalty if the leader is Subordinate.
  • Sharing a room with the other ideoligion's altar gives Dominant pawns a penalty and Subordinate pawns a bonus.


Optionally you can change mood buffs and debuffs values via mod settings menu.

How to use


1. Start or load game — the button appears on the Ideoligion tab in the top-right corner.
2. Click it to open the Allied Ideologies window.
3. Pick two ideoligions from the drop-downs, check Enabled, and choose their relationship: Equal, or one of them Dominant.
4. Repeat for as many pairs as you want — one ideoligion can be part of several independent alliances at once.

That's it — no restart needed, changes apply immediately.

You can edit or remove pairs at any time.

Compatibility


  • Should be compatible with most save games and mod lists.
  • Works via targeted Harmony patches on vanilla ideoligion systems: conversion attempts, ritual-attendance history, the "different ideoligion" diversity thought, leader resentment, altar sharing, and style dominance. Mods that heavily rewrite these same systems may conflict — if you see unexpected mood behavior, check for overlaps there first.


Performance


Negligible impact. The mod adds no per-tick processing. It only hooks into existing game events: conversion attempts, ritual history events, and periodic mood/thought recalculations. For pawns outside configured ideoligion pairs, each check is a handful of cheap comparisons against a short in-memory list.

FAQ


Q: Can I add this mod to an existing save?
A: Yes. With no alliance pairs configured, the mod has zero effect — it's safe to drop into any ongoing save. Just open the Ideoligion tab afterward and set up your pairs when you're ready.

Q: Can I remove this mod from an existing save?
A: It's safe to remove. The first time you load a save, you'll see one harmless error in console about a missing component type — that's expected, RimWorld just can't find the mod's data class anymore. It doesn't affect the load, and any custom mood effects the mod added simply stop applying from that point on.

Q: Does this affect prisoners conversion?
A: No. Converting prisoners is entirely up to you through the normal recruitment flow— this mod only touches passive, automatic conversion between colonists from allied ideologies.

Q: Does this create or modify ideologies themselves?
A: No — it doesn't touch precepts, memes, or how ideologies are created. It only changes how two existing ideologies treat each other.

Links


Github