// Management · RimWorld Mod

派系据点重制 | Faction Base Rework

## 派系据点重制 | Faction Base Rework 把原版的派系基地改了一下,遍布全球的大势力只有那么几间小破屋,真有点出戏了。 所以做了这个 Mod,还好有GPT大人提供帮助。 总的来说,它不会给游戏加入一整套新的派系系统,也不会把基地生成彻底推倒重做。它做的事情其实很简单——**让原本的派系据点更大、更有层次,也更像一座真正的村庄、城镇或者军事要塞。** 现在,普通派系据点会根据固定规则分为三个等级(并且会显示在世界地图点击某个据点的UI): - **村庄**:56 × 56 - **城镇**:80 × 80 - **要塞**:128 ×

## 派系据点重制 | Faction Base Rework

把原版的派系基地改了一下,遍布全球的大势力只有那么几间小破屋,真有点出戏了。

所以做了这个 Mod,还好有GPT大人提供帮助。

总的来说,它不会给游戏加入一整套新的派系系统,也不会把基地生成彻底推倒重做。它做的事情其实很简单——**让原本的派系据点更大、更有层次,也更像一座真正的村庄、城镇或者军事要塞。**

现在,普通派系据点会根据固定规则分为三个等级(并且会显示在世界地图点击某个据点的UI):

- **村庄**:56 × 56
- **城镇**:80 × 80
- **要塞**:128 × 128

不同等级不仅体现在面积上,也会影响外围防御规模。

小型村庄仍然只是普通据点,而真正的要塞会拥有明显更高的防御密度。

据点等级并不是每次进入时随机变化的,而是根据聚落本身稳定决定。也就是说,同一座聚落不会今天还是村庄,下次进入突然变成要塞。

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### 兼容性

这个 Mod 从一开始就尽量避免“接管”RimWorld 的基地生成系统。

它仍然大量使用游戏原本的 **Settlement / BaseGen** 流程,只在必要的位置调整基地规模与默认防御预算。

- 不添加新的炮塔或建筑
- 不替换其他派系自己的武器和防御设施
- 不修改派系科技等级
- 不额外生成特殊守军
- 对使用原版 Settlement 生成方式的第三方派系通常可以自然生效,测了ancot的米莉拉和猫猫,还有沃芬狼,都没有问题
- 对拥有自己特殊基地生成器的 Mod,通常不会强行介入
- 对V.O.I.D. 做了额外兼容

如果另一个派系 Mod 已经自行指定了特殊防御数量,FBR 也会尽量尊重它自己的设置,而不是覆盖过去。

简单来说,我希望它更像是:

**“增强原本的基地生成”**

而不是:

**“用自己的系统替换所有基地”。**

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### 技术方面

FBR 使用非常轻量的 Harmony Patch 实现。

最终版本只针对少数几个明确的生成节点进行处理,没有持续运行的地图扫描、Pawn Tick、建筑 Tick,也没有后台循环逻辑。

防御增强同样不会重新实现一整套基地防御系统,而是尽可能把最终生成工作继续交给 RimWorld 原本的 BaseGen。

在正常游戏过程中,FBR**基本不会带来持续性的性能开销**。主要工作发生在派系基地生成。

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### 当前据点规模

**村庄**
- 56 × 56
- 约 9 个默认炮塔防御预算

**城镇**
- 80 × 80
- 约 15 个默认炮塔防御预算

**要塞**
- 128 × 128
- 约 32 个默认炮塔防御预算
- 在原版本身选择厚防线时,可拥有更强的迫击炮防御

实际结果仍然会受到派系科技等级、地形、原版生成规则以及其他 Mod 的影响。

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### 兼容提醒

不建议与其他同样会大幅修改 **派系基地尺寸 / Settlement 生成** 的 Mod 同时使用。

需要 **Harmony**。

支持 **RimWorld 1.6**。

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One thing has always bothered me a little about vanilla faction bases:

**They often feel more like oversized camps than places where an established faction would actually live.**

That is the main reason I made this mod.

Faction Base Rework does not introduce a completely new settlement system, nor does it try to replace RimWorld's existing base generation.

Instead, it makes vanilla-style faction settlements **larger, more varied, and more believable as actual villages, towns, and fortified strongholds.**

Faction settlements are divided into three stable tiers:

- **Village** — 56 × 56
- **Town** — 80 × 80
- **Fortress** — 128 × 128

The difference is not only visual. Larger settlements also receive a higher defensive budget.

A village should still feel like a relatively modest settlement, while attacking a full fortress should feel much closer to assaulting a major military position.

Settlement tiers are determined consistently from the settlement itself, so the same location will not randomly change from a village into a fortress the next time you visit it.

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### Compatibility

Compatibility has been one of the main priorities of this mod.

FBR deliberately stays close to RimWorld's original **Settlement / BaseGen** systems and only changes a few specific parts of the generation process.

It does **not**:

- Add custom turrets or buildings
- Replace another faction's own defensive structures
- Change faction tech levels
- Add special extra defenders
- Modify player settlements
- Take over the entire BaseGen process

Faction mods that use the standard RimWorld settlement generation system will generally benefit from FBR automatically.

Mods with their own custom settlement generators are usually left alone.

**V.O.I.D. is explicitly excluded for compatibility.**

If another mod already provides its own defense values, FBR also tries to respect those values instead of overwriting them.

The idea is simple:

**enhance vanilla-style settlement generation, not replace it.**

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### Technical side

FBR uses a small and focused set of Harmony patches.

There are no continuous map scans, Pawn ticks, building ticks, or background update loops.

Most of the mod's work happens only when a faction settlement is being generated.

Even the defensive changes still rely on RimWorld's own BaseGen system to perform the actual placement rather than recreating settlement defense from scratch.

The runtime assembly has also been cleaned up and rebuilt as a standalone project without unrelated legacy code.

Because of this, FBR should have **virtually no continuous performance impact during normal gameplay**.

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### Current settlement sizes

**Village**
- 56 × 56
- Around 9 default turret-defense slots

**Town**
- 80 × 80
- Around 15 default turret-defense slots

**Fortress**
- 128 × 128
- Around 32 default turret-defense slots
- Stronger mortar presence when vanilla generation selects a heavy defensive layout

Actual results can still vary depending on faction tech level, terrain, vanilla BaseGen rules, and other installed mods.

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### Compatibility note

Using FBR together with other mods that heavily modify **faction base size or settlement generation** is not recommended.

Requires **Harmony**.

Supports **RimWorld 1.6**.

If you have ever felt that a powerful faction should own something that actually looks like **their territory**, rather than a slightly larger collection of rooms, that is exactly what this mod was made for.