// Management · RimWorld Mod

Tribal Siege Raids

Features Adds sieges for Neolithic / Medieval factions Up to 4 catapults per siege Dynamic cover that scales with raid points Harder to provoke than normal sieges Options to use only wooden barricades and simple meals to help the "low tech" vibe New turrets - Catapults and Double

Features

  • Adds sieges for Neolithic / Medieval factions
  • Up to 4 catapults per siege
  • Dynamic cover that scales with raid points
  • Harder to provoke than normal sieges
  • Options to use only wooden barricades and simple meals to help the "low tech" vibe
  • New turrets - Catapults and Double Catapults; both of which use rock chunks for ammo

Catapult Stats

Catapults are inaccurate, slow to reload, and deal bonus damage to structures - perfect for sieging large compounds. Catapult (Single)
  • Damage: 60
  • Damage to Structures: 4x
  • Warmup Time: 7.5s
  • Cooldown Time: 35s
  • Burst Shot: —
  • Forced Miss Radius: 11
  • Min Range: 23
  • Max Range: 500
  • Ingredients: 300 wood, 50 steel
  • Research Required: Complex Furniture
Catapult (Double)
  • Damage: 60
  • Damage to Structures: 4x
  • Warmup Time: 7.5s
  • Cooldown Time: 45s
  • Burst Shot: 2
  • Forced Miss Radius: 12
  • Min Range: 23
  • Max Range: 500
  • Ingredients: 500 wood, 80 steel
  • Research Required: Complex Furniture

Etc.

• Combat Extended compatible • No performance issues (checked with Dubs Performance Analyzer) • Yes, I am aware that catapults are not from the neolithic era IRL