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Goldminermac's Empire: Dastardly Machinations
   
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Mod, 1.1, 1.2
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25 mag 2020, ore 18:18
14 ago 2020, ore 16:05
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Goldminermac's Empire: Dastardly Machinations

In 1 collezione di Goldminermac
Goldminermac's Empire
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Descrizione
So, you have taken the high road and maybe made a small profit, now what?
The path of evil is quite rewarding but also quite... evil.

Shed your morality and leap headfirst into cartoonish bouts of villainy,
you could process dead colonists into extra food, you could process live
colonists into extra food, and build a department of oppression to keep
spirits low and unrest even lower!

Sell your own loyal followers into slavery for a quick buck, steal your
people's belongings for use in other colonies and even stage attacks on
yourself for a boost to loyalty!

However, you will be the ruler of a miserable empire, and managing unrest
will be a constant challenge, whether or not this is worth it is up to
you.

Adds six new buildings:
-Suspicious Butcher Shop
-Cannibal Camp
-Department of Oppression
-Slave Market
-Resettlement Committee
-Raider Camp

This mod is not affiliated with Saakra in any way.

Original banner art credit of Helixien.
19 commenti
Quartinium 16 lug 2022, ore 10:07 
Anyone using this in 1.3?
Krof Gninut 15 feb 2022, ore 4:40 
I figured out why it seemed to disappeared: Its listed in the modlist as "UNKNOWN".
Krof Gninut 14 feb 2022, ore 6:05 
These are among the few mods that wont even appear in my modlist. Its as though the mod manager doesnt even know they exist. I have a similar problem with that mod that adds SOS2 precepts to ideology, and I still dont know why.
Thundercraft 31 ago 2021, ore 12:13 
Also, can someone explain the Raider Camp to me? I'm not sure that I understand how it's supposed to help. Well, I do realize that it adds loyalty. But... I'm not sure I get the reasoning.
Thundercraft 31 ago 2021, ore 12:10 
Generally, I don't go for an evil overlord play-style. (I won't even use cannibalism.) So the only part of this mod I'd be interested would be the Resettlement Committee.

But this has me wonder: Does the Resettlement Committee fit with the theme of the rest of this mod? I mean: In what way is this Resettlement Committee, well... evil? How is it dastardly?

Resettlement Committee - Quote, "A portion of the population is constantly on standby to be ordered to found another settlement."
Reianor 31 lug 2021, ore 5:14 
Morality taken on it's own is not really a factor.
We can write whole beeping libraries on how killing or stealing is bad, but at the end of the day a conflict between you and the person looking to kill or rob you is just that - a conflict between the two of you and your positions in life.

Tangible differences only begin when you add a third party. Who would other people rather share the street with? The guy robbing whoever he can, the guy minding his own business, or the guy that saved a random kid from a wild dog even though he knew he'd suffer a bite in the kid's stead in the process?

Inner conflicts aside, being known as a pain in the ass by everyone around you is the one and only direct downside of being a pain in the ass to everyone around you.
Reianor 31 lug 2021, ore 5:14 
"The path of evil is quite rewarding but also quite... evil."
I believe 'destructive' is the word you were looking for.

That's real life's one and only inherent downside of the egoism. The more you ignore the cost of your actions for others the less they want to keep coexisting with you.
Nekro Philadelphia 18 lug 2021, ore 18:52 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
reenigne1 14 lug 2021, ore 21:41 
I updated empire to the version that came out june 12, and all the dastardly buildings in a game already in progress disappeared, and took their building slots with them, plus I no longer have the ability to build the dastardly buildings in this old save. made a new game, and everything works fine, it's just an issue with a game in play when the update was made.
Goldminermac  [autore] 6 dic 2020, ore 18:48 
It should? I don’t think it changed much about buildings. If anyone wants a mod specifically for some of the new features I might make one.