RimWorld

RimWorld

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Big and Small - Medieval Overhaul Factions
   
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Mod, 1.4
File Size
Posted
Updated
18.521 MB
8 Feb, 2023 @ 4:17am
15 Oct, 2023 @ 1:59pm
7 Change Notes ( view )
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Big and Small - Medieval Overhaul Factions

In 2 collections by RedMattis
Red's Workshop Mods
27 items
Big and Small - Integrated Mods
34 items
Description
Adds optional Medieval Factions which you can create when starting a new game or spawn in via the Vanilla Expanded Framework.

You can pick and chose what factions to include in your game as usual. This mod will not have any performance cost, nor will it have any effect on your game unless you actually include one (or more) of the factions from this mod in your world.




Dverger Trade Union
Most Dvergr don't even like the companies of their own families, but this trade union has somehow managed to prosper remarkably. This particular Union have been known to sell their crafts to hire mercenaries from various independent groups

Unlike the Dverger of the main mod these ones are willing to trade. Despite their small size they are by no means easy to bully though. Not only do they hire mercenaries from independent factions, they are also well equipped. Their skilled and well-armored crossbowmen have become well-known among bandits.

Dvergr are known for making and carrying artifact weapons (with RimFantasy), and sometimes a Nisse mage or two will show up with a magical wand or ring.

Dvergr 50%, Nisse 20%, Dirtmole 10%, Baseliner 9.5%, ??? 5%, Hussar 3%, Neanderthal 2.5%




Kingdom of Muspelheim
The Empire claim that the fire giants of Muspelheim aside of rare skirmishes would keep to themselves up in their mountains. Reports from captured Jotun indcate that their nobility have decided to try to claim this Rimworld for themselves.

The Jotun of Muspelheim are well-armed, surprisingly disciplined, and quite determined to subjugate the smaller races. Due to in one part due to their supremacism, and the other the volcanic lands they originate from, the Kingdom of Muspelheim mostly employs Fire Jotun, and the occasional mountain Jotun.

Fire Jotun 90%, Jotun 7%, ??? 3%




Tribes of Niflheim
The Frost Jotun tribes have been a menace for as long as anyone can remember. Almost any time they are mentioned it is because they have been plundering, kidnapping, and sometimes seemingly just wrecking havok on settlements for the sake of it

The Tribes of Nifelheim are a rag-tag bunch almost always led by a great Frost Jotun. For many of their members their equipment largely depends on who they have been plundering, though they likely have some method of getting things forged for them since a fair count have steel armor crafted for them.

Unlike the Kingdom of Muspelheim the Tribes are quite willing to let mountain Jotun, half-breeds, and even the occasional Ogre into their ranks. The tribes usually rule by power and seniority, and the smaller Jotun are of lesser status than the larger. Perhaps the low status of humans in their eyes is the main reason they rarely ever seem to cooperate with human raiders. That and the man-eating Ogres in their rank.

For whatever reason the tribes have been waging war and feuding with the Kingdom of Muspelheim for as long as anyone remembers, and even when relations have been relatively peaceful Fire Jotun have still never been seen among Nifelheim's raiding parties.

Half Jotun 32%, Frost Jotun 29%, Jotun 29%, Ogre 4.5%, Great Ogre 4.5%, ??? 3%, ??? 0.15%




Known Issues
None thus far.

Please write any any feedback, issues, in the comments, or create a discussion thread.

Mod Discord
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10 Comments
Troublesomeknight 5 May @ 9:24pm 
@OfHreyHairWaifu It's not really a fork. It's just temporary. They're probably waiting for the official mod to update.
OfHreyHairWaifu 17 Apr @ 8:20am 
Any plans to update? MO was forked and updated to 1.5
Alexios II Komnenos 21 Feb @ 10:54am 
I am unsure if doing it maybe breaks something, but, in the start popping error, if you delete the mentioned "250~2000" in Defs/PawnKinds, the error goes away. For me at least seems to not affect the factions or their weapons spawn, i'm unsure what that line actually does though.
Magic Weasel 29 Dec, 2023 @ 4:53pm 
There is an XML error popping up when launching the game which says "XML error: 250~2000 doesn't correspond to any field in type FloatRange. Context: <weaponMoney>250~2000<min>300</min><max>1200</max></weaponMoney>", mod seems to work just fine, factions appear, but not sure if it would get buggy or if it is a concern.
RedMattis  [author] 16 Feb, 2023 @ 11:40pm 
Ooops. Seems like I've written the wrong thing into the wrong version. Thanks for notifying me. :D
ToastOrange 16 Feb, 2023 @ 6:33pm 
I think there's a typo in the description: "
It is not compatible with the Big and Small - Medieval Overhaul Factions mod since they do the same thing. If you're using Medieval Overhaul this version of the mod is a bit more detailed."

Says it is not compatible with itself.
Schadenfreude 10 Feb, 2023 @ 10:03am 
@RedMattis
Can you get the MO trees separately? Unfortunately MF never seems to work for me without causing problem with other terrain mods.
RedMattis  [author] 10 Feb, 2023 @ 2:13am 
@Schadenfreude
I think they are either from Majestic Foliage or Medieval Overhaul. Or both, because they have compatibility.

@TurtleShroom
Fixed. Sorry about that.
Schadenfreude 10 Feb, 2023 @ 1:58am 
May I ask what mod those trees are from?
TurtleShroom 8 Feb, 2023 @ 9:23am 
You forgot to add the Dependencies in the Side Bar, and you also forgot to mark this Mod as needing the "Biotech" Expansion Pack! Please remember to do so when you have the time!