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World Domination 2.0

Положительные голоса96%324 голосов игроков
Подписчики9,9 тыс.9 901 в Steam Workshop
Размер файла15,16 МБЗагрузка через Steam
Обновление автора23 сент. 2026 г.Дата обновления материала
World Domination 2.0

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О материале

«World Domination 2.0» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Successor of my ** World Domination** mod

World Domination 2.0 = What if Rimwar and Vanilla Outposts Expanded had a child?

This mod brings World Domination to the next level. Enjoy actual Raid, Trader, Expansion, Road Builder and other Caravan Types travel the world map. Factions will try to claim World Domination for themselves and so should you. In order to grow your Empire establish Outposts - either by sending out a Caravan to establish them or by just creating them on the ruins of conquered settlements. There is a huge range of different Outpost types. Some simply produce goods, others allow you to shoot artillery at enemy caravans or settlements and others make silver from trading with surrounding settlements.

Thanks to player Geneva and Pesky for providing many of the icons/textures of this mod

A word of warning

This mod is massive. You can configure almost all aspects in the mod settings. But it will take a while to fully understand all the systems.

Per default, this mod DEACTIVATES Storyteller raids for all faction it controls. You may configure this in-game though per faction.

Key Features

  • NPC world map actions: All nonplayer settlements will perform actions throughout the day. They will either try to upgrade their settlement or expand, attack an enemy settlement (just like your outposts), launch trade caravans, build roads and fortifications or be subject to an incident reducing their strength. Actions are equally spread out over the day to save performance. Settlements will launch actual Caravans traveling the map for those actions. So raids, expansions and roads wont just appear out of thin air!

  • Outpost system: WD 2.0 introduces its own outpost system similar to Vanilla Outposts Expanded. Outposts have requirements to be established (building materials, pawn skills, surrounding settlements, biome specifics). Or you can just found an outpost for free on the ruins of a conquered settlement. All Outposts can be upgraded to e.g. boost their production or strength. Likewise, once you have 4+ pawns you may assign "Experts" boosting specific Outpost stats even further

  • Building projects: Your colony and your outpost may build roads on the world map as well as road blocks or traps. They will send out caravans to establish those buildings

  • Defending your Outposts: In WD 2.0 you can now choose whether you want to auto resolve an attack on your outpost or actually do a real defense with the garrisoned pawns on an actual map. Defeated enemies will become prisoners at your outposts and can be recruited over time

  • Tiered enemy bases: Each nonplayer settlement has a tier and a type now (logging, mining, slavery etc.). Higher tiers mean more raid points. So does their proximity to you. The settlement type affects how the base will look if you go there and how much resistance you will encounter

  • Basic NPC diplomacy: Non player factions may start a war with each other or become allies. The world leader will suffer from handicaps. Weak factions may form alliances against them. And the underdog benefits from buffs.

  • Making use of allies: Make friend by gifting them goods, handing them conquered settlements or simply by buying there settlements. For goodwill you may then ask them to run an attack for you/with you or to build a road for you. To accomodate this the goodwill limit is increased to 200

  • Defender Reinforcements: When attacking an enemy settlement, nearby allies will reinforce it after a couple of minutes. The stronger the allies, the stronger the reinforcements. The closer they are, the more quickly they will arrive.

  • Configurability: The mod is extremely configurable via its settings menu so you can tweak the balancing to your liking

FAQ

  • Can this be added midgame?: Yes, make a backup nonetheless!

  • Allies are coming to my colony and are not leaving: Not caused by WD, likely Factions & Territories

  • Compatible with Vehicle Raids?: Yes!

  • Can I reactivate storyteller raids for certian factions?: Yes, open the WD main tab. Click the button "Configure Scope". Then toggle storyteller raids on per faction

  • Can I deactivate base generation by WD? I like other base gen mods better: Yes, open the WD main tab. Click the button "Configure Scope". Then toggle base generation off per faction. Note: WD treats T1 settlements as small villages and T4 settlements as fortresses. If you toggle base gen off, then you will lose this differentiation

  • Where to find the controls?: There is a new Tab with the icon "WD" at the bottom opening up the main Dashboard. And on the World Map (globe) there is a small Icon "WD" at the right bottom. Aside from that when selecting a settlement, or a world tile, there are new tabs and gizmos you should familiarize yourselves with!

Compatibility

Anything introducing diplomacy, world map interactions, base generation, raid point multipliers might cause compatibility issues!

  • Faction Territories & Vassalage: Deactivate Vassalage, the rest works fine

  • Empire (Refactored): Some Overlaps that may feel awkward

  • Simple Leadership: Some Overlaps that may feel awkward

  • Worksites Expanded: Exclude the dummy factions coming from this mod via the "Configure Scope" menu.from performing WD actions and Base generation. Then compatible.

  • Economics & Demography: WD will spawn pawns that E&D does not know about. Killing them could lead to the faction being considered extinct

  • Rimwar: This is supposed to replace Rimwar!

  • Visit Settlement: HARD INCOMPATIBILITY! Settlements will disappear after you visited them

  • Vanilla Outposts Expanded: You can still build those outposts but WD will completely ignore them

  • Vanilla Base Generation Expanded (or any other base generation mod): WD will try to do the same thing and only one mod will win (based on load order!)

Published under Creative Commons Attribution-NonCommercial (CC BY-NC 4.0)

Content requiring additional mods

Beyond Our Reach

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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