// Management · RimWorld Mod

Empire Refactored

This mod has nothing to do with the Empire faction added by the Royalty DLC.

This mod has nothing to do with the Empire faction added by the Royalty DLC.

Disabling "Tiny Font" in settings will cause visual errors in menus.


ALL BUG REPORTS REPORTED ON THE COMMENTS AND NOT ON THE LINKED GITHUB OR DISCORD SERVER WILL BE DELETED.



Empire Refactored 1.6


The 1.6 update brings with it two highly-requested features: the ability to hire laborers, and the ability to fight your offensive battles manually!

The Hire Laborers feature borrows a lot of Royalty machinery, so you need the Royalty DLC to use it.

As before, previous versions of Empire can be found in the Releases section of the github.

Development Status


I (Matathias) am ceasing new feature development for Empire Refactored. There will still be bugfixes, but there are other projects I want to work on (including a potential successor mod), and Empire has been eating a lot of my time and mental energy. So Empire Refactored will see no new features from me.

Empire


Spread your rule across the Rimworld with self governing colonies that are loyal to you and you alone. Command them to fight in your name, and destroy your enemies.

Events will periodically influence your colonies, or your faction as a whole. You must decide how best to respond to these situations.

Your colonists will pay taxes, be it in silver, or goods. You can tell them where you want your taxes, and they will dutifully pay them. A fully customizable faction name and title allows you to put your own spin on your subjects. They can be feudal vassals, a megacorporation’s branch offices, or even a shining beacon of truth and liberty. It is all part of the greater story.

Empire Refactored


Now under new management!

NOT SAVE COMPATIBLE WITH OLD VERSIONS OF EMPIRE. It's recommended to start a new game with Empire, but adding it mid-save ought to be fine, so long as said save isn't using old Empire.

Rimworld v1.6 only! Specifically 1.6.4850 and later. Earlier versions will cause errors. You'll need to update.

Refactored


This version of Empire has been heavily refactored. Old classes have been merged, reworked, replaced, or removed. Any mod whose compatibility with Empire used code, will need to be reworked.

Any mod whose compatibility with Empire depends entirely on referencing the PColony factionDef may be fine, as the def has *not* been renamed.

New features


  • Replaced the old webby road builder with a Minimum Spanning Tree-based algorithm, resulting in much more natural-looking road networks
  • UI overhaul - the vast majority of the UI has been reworked and updated. Previously hidden information has been brought to the fore, and tooltips reveal even more!
  • Edicts - old, unused policies were reworked as three new categories of edicts: Social, Tax, and Military. Each edict provices faction-wide bonuses and maluses. Each category unlocks as your faction levels up.
  • Reworked Events - Most of the existing events were reworked to give the player a choice over how they respond
  • New Squad mechanics - squads cost money to hire, but are now individually customizable
  • Empire Codex - a helpful in-game resource to explain the mod's mechanics, similar to the Civilopedia from the Civilization games


Manual Battles!


Yes, you heard that right. Manual battles are back! You can even play out offense battles manually, now!

Submods and Extensibility


Along with the refactor comes far greater extensibility. Settlement and resource types are defined by XML defs now; basic resources and settlements can be created in XML alone. And if you want to get fancy, there is a handy set of extensible abstract classes to use.

Buildings have been changed as well; they can have upgrade paths, or depend on the presence of other buildings.

Adding new events or policies is possible through XML, too!

On the whole, it should be far easier to write submods without having to harmony patch everything!

Official Submods



https://steamcommunity.com/sharedfiles/filedetails/?id=3752286831

Links


Empire Discord
Empire Refactored Github
Official Guide

Bug Reporting


Report all bugs on either the issues tab of the github, or the bug-reports channel in the discord. Bugs that are reported in the workshop comments will be deleted.

Include logs and, if appropriate, screenshots with your report. Also include as much detail as you can about the circumstances around the bug.

Contributors



  • Saakra - Wrote the original mod
  • Epistatic - Brought Empire to Rimworld 1.6
  • Matathias - Refactored the mod and updated the UI
  • Pecha - Updated the biome patches
  • Midnight - Updated building icons
  • Miriouki62 - Updated French translation
  • CreeeesP - Updated Russian translation
  • Erok031 - Made the faction trait icons and some of the flags
  • Helixien - Made the mod banner
  • MaoDetector - Has made a lot of faction flags


Compatibility


  • See the pinned discussion post for supported mod biomes. Unpatched biomes will default to basic production.
  • Alpha Animals
  • Combat Extended: you can set your mercs' inventories, so mix and match ammo to your heart's desire
  • Faction Territories and Vassalage: Empire settlements expand your territory
  • World Domination
  • World Domination Experimental (for now; WDE's development pace may render this patch outdated in the future. Just keep an eye out)
  • Vanilla Base Generation Expanded
  • Rim War - Empire faction is a vassal. A simple patch has been made that should make the raids a bit more forgiving, but we don't officially offer compatibility further than that. ATTENTION - Rim War is currently abandoned by the dev, we cannot ensure the mod will work properly with or without empire.
  • Medieval Overhaul - The mod has a setting called "Medieval Tech Only", it limits empire tech and buildings to medieval, just know you may need submods that add buildings for variety, as most buildings come after researching industrial techs.


Incompatible


  • RimDark 40k - Soft Incompatible. Some of their Xenotypes won't spawn as civilians in manual battles. Otherwise, running them together should be fine.
  • Androids for RW 1.6 - Their code for generating androids seems to assume that androids belong to the player faction, but the Empire faction is an NPC faction. This causes null reference exceptions that may prevent you from creating a faction.


FAQ


  • Empire Refactored and Vanilla Outposts Expanded are compatible -- they just won't interact with each other at all. For actual integration, check out the Outposts & Settlements submod.
  • This mod doesn't modify the Shattered Empire (from Royalty) at all - so you don't have to worry about that.
  • Can this be removed mid-game? You can remove it at your own risk after making sure no empire settlements still exist and no events are happening, but even then your game may break.
  • Can it be added mid-save? Yep.