RimPacts – Diplomacy Overhaul

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Author: WOWGAG

Last revision: 15 Jul at 17:07 UTC

File size: 18.21 MB

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Description:
Diplomacy, trade, and the struggle for hegemony begin!

RimPacts adds a diplomacy system to RimWorld where diplomacy, trade, war, and hegemony are all connected.
Build trust with each faction to sign treaties, open trade routes, win over court members, and march to war alongside your allies.

Key features
  • A trust system that works separately from goodwill
  • Non-aggression, trade, passage, tribute, and defense treaties
  • Goods requests through the comms console
  • Faction-specific market prices and settlement specialty goods
  • Trading companies, trade routes, and monopolies
  • Regular aid, disaster relief, road building, embargoes, and ultimatums
  • Court diplomacy: envoys, gifts, bribes, marriages, hostages, and assassinations
  • Wars and peace between NPC factions, national power, hegemons, and coalitions
  • Player notoriety and anti-player coalitions
  • Imperial tributary start, wars of independence, and joint wars
  • World map settlement buildings

Trust and treaties


While goodwill reflects your political standing, trust shows how much a faction believes in your promises.
It rises as you keep treaties and fulfill obligations, and falls on missed tribute, refused aid, betrayal, or broken treaties.
With a just cause for war, you can break a treaty without damaging your trust with third parties.

Factions sometimes offer treaties on their own — accept their offer and the signing cost is waived.
Before a treaty ends, an expiry warning appears, and renewal opens from that point.

  • Non-aggression pact: no regular raids from that faction while it holds.
  • Right of passage: caravans move faster in their territory, and ambushes and toll demands disappear.
  • Tributary pact: demand tribute from a weaker faction.
  • Become a tributary: pay silver to a stronger faction in exchange for protection from raids and ambushes.
  • Defense pact: reinforcements arrive when you are raided. They will also ask for silver or your help in war.
  • Trade agreement: caravans visit more often with better prices, and goods requests and trade routes unlock.

Goods requests


Specify an item and quantity at the comms console, and 1–2 days later a caravan actually arrives carrying it.
Ordered goods are added to the caravan’s stock and highlighted in the trade window; higher trust allows pricier orders and higher-quality gear.
The order premium disappears if you hold a monopoly.

Trading companies and trade routes


Found a trading company with research and capital, then level it up to manage more trade routes and higher income.
Open trade routes for regular income, and buy monopolies to purchase certain goods cheaply.
You can also build roads to settlements within 45 tiles.

Faction markets and specialty goods

Prices differ by faction depending on tech level, disposition, and war status.
Factions at war pay more for weapons and medicine, and NPC settlements have specialty goods based on terrain and biome.

Diplomatic actions

Strengthen ties with regular aid and disaster relief funded by silver,
provoke rivals into breaking treaties first with insults, or send ultimatums backed by superior power.

The court and personal diplomacy

Each faction has a leader plus a chancellor, marshal, and trade minister, and you can build personal favor with each of them.
High favor improves trust gains, reinforcements, trade prices, or signing conditions depending on the role.
When a leader dies, succession follows — and if trust is low, existing treaties may falter.

  • Envoys: send a sociable colonist to raise favor; gifts and bribes are also available.
  • Marriage: marry a colonist into the court, or take a courtier as a spouse to form a marriage alliance.
  • Hostages: demand a hostage from a weaker faction and bring them home. While they live, revolts and succession breaks are suppressed.
  • Assassination: success throws the faction into turmoil for a while, but exposure brings infamy and retaliation.

Faction wars

Factions wage war and make peace with each other, and national power rises and falls with the results.
When war breaks out you can back one side, and if your side wins you are rewarded.
You can also mediate peace, guarantee the independence of weak factions, or support independence by splitting settlements off a great power.
With Ideology, missionaries can even convert another faction’s religion to your ideoligion.

Hegemons

A faction whose power grows high enough is declared a hegemon, and when it starts pressuring its neighbors, a coalition forms to check it.
If its power collapses, it loses hegemon status.

Player notoriety

Repeatedly destroying NPC settlements builds notoriety — go too far, and factions form an anti-player coalition and launch joint raids.
This can be changed in the mod settings.

Imperial tributary

With Royalty installed, you can start a new game as a tributary of the Empire.
While you pay tribute the Empire will not attack you, and extra tribute requests may arrive that grant honor to a colonist.
Break the tributary relationship yourself, and a war of independence begins.
This can be changed in the mod settings.

War of independence

Cutting tribute ties yourself dissolves every treaty with your overlord, and you must endure their raids for a time.
During the war, relations cannot improve and peace is blocked; survive to the end and you win independence and the trust of other factions.
Conversely, after a crushing defeat you can surrender before ruin on the condition of becoming a tributary.

Joint wars

Strike a common enemy together with a faction you share a defense pact or high trust with.
During the war, allied reinforcements join your settlement assaults, and weakening the enemy enough earns victory rewards.

Settlement buildings


Invest silver and construction time in the world map settlement tab to unlock permanent buff buildings.
Buildings upgrade up to level 3 and grant bonuses to work, farming, medicine, research, combat, trade, and more.
With Odyssey installed, gravships get their own exclusive buildings too.

Q1. Does this work with your other mods?

With Evolving Enemy Strongholds installed, you can hand over enemy outpost intel gained from scouting and infiltration to friendly factions.
Event Image Popup custom images are supported as well.

Q2. CE?

None of my mods are incompatible with CE.

Q3. Is it compatible with other diplomacy/faction mods?

Some major mods are detected automatically and overlapping features are disabled.
Broader compatibility may come later, but right now I am focusing on stabilizing the content.
If you find an incompatible mod, please let me know in the comments.

Q4. Can I add this to an existing save?

Yes. Removing the mod mid-playthrough is not recommended, though.

AI disclosure

This mod used partial AI assistance for image generation and code writing only.
Final implementation, review, and testing were done by hand.

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