Quote from: Mikeboy on July 31, 2016, 05:15:21 PM
So I've always thought RimWorld could do with greater variety than the colonist-tribe duality, given that in its lore there's a huge spread of technological advancement, and it occurred to me while playing with the scenario editor that it would be relatively easy to add a medieval factiontype, as most of the stuff it would use is largely already in the game.
The items (bar perhaps armour, though that's not essential) are already in:
Steel gladius, longsword, mace and knife.
Greatbows and shortbows.
Clothes made out of animal leather and wool.
The technologies:
Carpetmaking, Brewing, Smithing, Complex clothing, and Stonecutting
And the character backstories (which already include many explicit mentions of medieval societies):
House servant, Torturer, Blacksmith, Ranch owner, Pit brawler, Courtesean, Sailor, Assassin, Jailbird, Taster, Message carrier , Sculptor, Medieval farm oaf, Medieval lord, Medieval minstrel, Medieval doctor.
This has already been modded in, and I am currently playing a medieval (iron age) game. I utilize captured weapons on manual turrets only, and my soldiers equip molotovs but not grenades. I have a captured artillery but no way to build them myself.
I use :
Medieval Shields (melee shields that use melee skill)
Selling prisoners w/no guilt.
Medieval Times
Modular Tables
Misc training (for training dummies)
Expanded Prosthetics (for crude prosthetics)
Prisoner Harvesting
NoMoreLazyPawns
Stonecutting Tweak
Misc Objects (for turret weapon base)
MilderWaves (so that heatwaves don't kill my whole colony)
So far so good. It's going about how you would expect.