Colony Titles Adds an internal professional title system for all twelve vanilla RimWorld skills.
Colony Titles
Adds an internal professional title system for all twelve vanilla RimWorld skills. Titles are not cosmetic: skill determines qualification, titles affect social recognition and mood, and qualified professionals contribute colony-wide efficiency to their field.
Requires Harmony. No DLC is required; if official DLC content is active, relevant jobs use the same title rules.
Formal skill requirements: Junior 8 / Intermediate 12 / Senior 16 / Core 20.
A colonist with no title in that skill may be appointed directly to any ordinary rank they currently qualify for. Once they hold an ordinary title, ordinary-rank promotions proceed one step at a time; however, any ordinary title holder who meets the Chief requirement may be promoted directly to Chief. Ordinary titles have no population cap, and one colonist may hold titles in multiple skills.
Each skill can have only one Chief. A Chief candidate must already hold an ordinary title in that skill and be within the colony's top five distinct skill levels. This means five distinct level values, not five individual pawns; everyone tied on a qualifying level is eligible. Chief qualification is calculated from the player's free-colonist population as a whole rather than one map only.
Only free, non-slave player colonists may hold titles. Quest lodgers and similar temporary pawns do not qualify. Invalid holders such as dead pawns or pawns that leave the player faction are cleaned up automatically.
How title efficiency is calculated
All title contributions for the same skill are added together first. Titles do not multiply each other.
Each ordinary title contributes: Junior +10% / Intermediate +20% / Senior +50% / Core +100%.
A Chief contributes current skill level ×10%. Example: skill 20 gives +200%. Chief contribution replaces that pawn's previous ordinary-rank contribution; they do not stack.
If total contribution E ≥ 0, actual work multiplier = 1 + E.
Examples: one Core title gives +100% and therefore ×2 work; one skill-20 Chief gives +200% and therefore ×3; both together give +300% and therefore ×4.
If total contribution is negative, actual multiplier = 1 / (1 + |E|). Example: -100% total contribution produces ×0.5 work.
The management screen displays both current Title Efficiency and the final Actual Work Multiplier for every skill.
Falling below qualification does not auto-demote
Ordinary ranks have a one-level post-appointment buffer:
Junior: appointed at 8; level 7 remains positive; ≤6 reverses.
Intermediate: appointed at 12; level 11 remains positive; ≤10 reverses.
Senior: appointed at 16; level 15 remains positive; ≤14 reverses.
Core: appointed at 20; level 19 remains positive; ≤18 reverses.
Entering the consequence range does not remove the title. Instead, that title's original positive efficiency contribution reverses to an equal negative contribution until the player fixes the appointment.
Chief has no one-level buffer. If the holder leaves the current top five distinct skill levels, the Chief contribution reverses immediately. Its magnitude still uses the holder's current skill level ×10%.
What efficiency actually changes
Title efficiency changes the time, speed, cooldown or throughput of relevant professional work. It does not turn a low-skill pawn into a high-skill expert and does not directly increase item quality, shooting accuracy, surgery success chance, tend quality, harvest yield or other results controlled by separate vanilla mechanics.
• Shooting: aiming time and ranged attack cooldown/cycle
• Melee: melee attack cooldown
• Construction: construction, smoothing and related construction/repair time
• Mining: mining and deep drilling
• Cooking: bill progress for work classified under Cooking
• Plants: plant work and pruning
• Animals: animal gathering, training/taming cadence, roping/slaughter/release and related handling; Fishing Speed where that content exists
• Crafting: Crafting bill progress; with Biotech, relevant mech repair/forming/subcore encoding work
• Artistic: Artistic bill progress, painting and related art work time
• Medicine: tending speed and Medicine-based surgery/bill progress
• Social: prisoner interaction cooldown and daily interaction capacity, slave suppression and related Social work; with Biotech children, lesson throughput
• Intellectual: research, hacking, entity study, reading and related Intellectual work
Efficiency applies to the player's free non-slave colonists and player-controlled colony mechs. Slaves do not receive title work efficiency. This is a colony-wide institutional effect and does not require the title holder and beneficiary to be on the same map.
Recognition and mood
A colonist receives a persistent Professional Recognition thought based only on the highest rank they currently hold; multiple titles do not stack this permanent recognition: Junior +2 / Intermediate +4 / Senior +6 / Core +12 / Chief +16.
Promotion, demotion and revocation also create 1-day memories. Initial appointment is not treated as a promotion.
Promotion to Intermediate/Senior/Core/Chief: +4 / +6 / +12 / +16.
Demotion from Intermediate/Senior/Core/Chief: -4 / -6 / -12 / -16.
Revoking Junior/Intermediate/Senior/Core/Chief: -4 / -8 / -12 / -24 / -32.
Ascetic pawns ignore title-related mood effects. Jealous pawns receive double title-related mood magnitude. An underqualified Neurotic pawn also gets, by highest affected rank: Junior -2 / Intermediate -4 / Senior -6 / Core -12 / Chief -16. Underqualification does not auto-revoke the title.
Controls
Open the dedicated Titles tab from the bottom bar. Switch between the twelve skill pages and left-click to appoint from eligible candidates. Existing title holders can be right-clicked in this screen to Promote, Demote or Revoke. Assignments are saved with the game.
This mod does not replace Royalty noble titles and does not depend on Ideology social roles. It creates the player's own colony-wide professional hierarchy, grounded directly in vanilla skill competence.
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