// Management · RimWorld Mod

Empire Refactored: Routes & Resources

Empire Refactored: Routes & Resources mod preview for RimWorld

The unseen backbone of any civilization: logistics.

The unseen backbone of any civilization: logistics. Infrastructure. The supply chain. It goes unnoticed, without thought; yet without it, any nation would collapse overnight.

Empire Refactored: Routes & Resources


brings this hidden element to the fore. No longer is your Empire a mere money-printing machine; now, your people have needs, buildings require maintenance. Expansion comes with a cost. If managed well, your Empire will soar to heights never seen before. But if managed poorly, then your nation will collapse out from under you. Without careful management of your supply routes and resources, everything you build will be for naught.

Mechanics


The core mechanics behind Routes & Resources are needs and stockpiles. Before, resource production would go to either tithes, or silver production. With Routes & Resources, you can optionally divert resource production to a stockpile, to be held onto for later.

Needs, meanwhile, represent the stuff that keeps your Empire going: food for workers, logging to maintain buildings, power for electricity-drawing buildings. Needs draw from the stockpile — and if there isn't enough of a stockpiled resource to meet a need, then the settlement suffers penalties.

By default, stockpiles are faction-wide. Every settlement contributes to the same stockpile, and withdraws from that stockpile to satisfy their needs. An optional Complex mode replaces the faction-level stockpile with settlement-specific stockpiles. Each settlement tracks its own store of resources, and can send or receive resources from other settlements — through Supply Routes. You can have specialized farm settlements that produce a ton of food and ship it off to other settlements to feed their workers, or specialized power-producing settlements that act as regional power plants. But beware; the longer a route is, the less efficient it is at transporting resources. Geographic distance between settlements becomes a true factor in Empire-wide planning.

But this mod isn't all stick. There's also a carrot: settlements that have surplus stockpiles, in excess of their needs, will gain bonuses. Well-configured route networks will provide bonuses to prosperity and taxes, as well. Properly engaging with the systems of Routes & Resources will result in an even stronger empire than ever before; just remember to keep your citizens happy and well-fed.

Links


Routes & Resources Github
Empire Discord

Bug Reporting


Report all bugs on either the issues tab of the github, or the bug-reports channel in the discord. If reporting on the discord, clearly label your bug as belonging to Routes & Resources.