// Management · RimWorld Mod

Simple Medieval

This mod fills the gap of vanilla medieval content without content bloat, balance nightmares or performance costs from large frameworks.

This mod fills the gap of vanilla medieval content without content bloat, balance nightmares or performance costs from large frameworks.

Adds a medieval faction using only vanilla RimWorld and DLC assets – no new items, buildings, or C# code. By mixing content from all DLCs, it's possible to create a faction that feels well rounded and unique.

Biocodes 90% of raider guns, making crafted bows more relevant throughout the early and mid game.

Locks several key technologies behind techprints to extend low-tech gameplay at all stages:
Electricity – keeps players in the medieval era longer.
Bionics – gives prosthetics more relevance.
Gas Operation – makes weaker guns more relevant.
Marine Armor – gives Recon Armor more relevance.

Credits:
MedievalSettlement.png, PlaceEnd_Medieval.txt, PoliticalUnions_Medieval.txt, Medieval_First_Female.txt, Medieval_First_Male.txt, Medieval_Last.txt are direct copies from Vanilla Factions Expanded – Medieval by Oskar Potocki, which is licensed under CC BY-NC-SA 4.0. Some other XML def parts were used as reference.
See: https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450

I used DeepSeek to generate new medieval backstory defs, as I could not include the ones from Vanilla Factions Expanded – Medieval 2 – the newer version of Oskar's mod switched to a license that does not allow derivative works, and the older version did not yet include them. I am still working on these backstories.

This mod is licensed under (CC BY-NC-SA 4.0) https://creativecommons.org/licenses/by-nc-sa/4.0/