![]() ![]() Elections can happen on days 1, 7 and 15. You'll have to build the ballot box (found on Misc) on a safe spot and wait for the colonists start a election by themselves. You no longer can trigger elections on your own. > Fixed a bug where the game would not consider leaders in caravan > Classrooms are now classified as such by the game. (Dictatorship is just a variation requested by users that prefer to choose who will lead the colony, it doesn't necessarily mean that it's an evil thing with propaganda and such). On this type of government, you choose the leader and it'll last until it dies, and public opinion doesn't matter for dictators. > (WIP) A new type of leadership: DICTATORSHIP. > DEMOCRACY is the default leadership, and the leaders are elected by vote. > Government types won't reset after changing home bases. > (Dev Mode) Added a button to change government type Want to support me and my mods? Check out Mods featured on screenshots: FashionRIMSta, Vegetable Garden, Facial Stuff. THANKS TO: The RimWorld mod community for being cool, FlatIcon for some textures I used and Jecrell who helped me getting lessons to work by allowing me to use his code as a reference. > Build the chalkboard and the globe to improve learning. ![]() > You can only hold one lesson each 24 hours, to avoid exploitation. > Assign leaders to colors, and use yellow if you want a random teacher that day. ![]() > Leaders will only teach skills that are level 8 and above. > You can also select which colonists will not join the lectures. You can also set which time of day the lesson will start. There you can schedule lessons for the whole season, meaning each day you can choose if you want a lesson and which teacher will teach. > Build it, click on it and open its "Schedule" tab. > Teaching table is where leaders can hold lessons and teach the skills they are specialized in. > New buildable objects: teaching table, chalkboard and globe. Stat buffs include research speed, surgery success chance, learning speed and more. Stat buffs include construction speed, work speed, mining speed and more. > CARPENTER: specialized in Crafting, Mining and Artistic. Stat buffs include move speed, accuracy, hit chance and more. > WARRIOR: specialized in Shooting and Melee. Stat buffs include plant work speed, immunity gain speed, taming chance and more. ![]() > BOTANIST: specialized in Growing, Medicine and Animals. > Unpopular leaders can be asked to step out of power and, on worst cases, the colony can rebel against them and proceed to arrest them. > The leadership level is calculated by what the colonists think about the leader and the skill levels have a little of influence on it. > Leaders can inspire other colonists and give them a small mood buff. > Leaders emit an aura of stat-buffs to nearby colonists in the same room and is also influenced by the leadership level. > Leadership level can be checked on the "Needs" tab and will influence the buffs. > Leaders have improved trading prices, gift impact and chance to recruit prisoners. > Leaders will have a always-on buff that will increase some of its stats. > Colonists unable to do social jobs will never be leaders. > The colonists will decide who will be their leader and which type the leader will be. > Be sure that the colonists have good needs before starting an election. > 1 leader limit if the colony has less than 5 colonist. > When the election finished, the leaders will be elected. (If you don't like this feature, you can use dev mode to trigger it) Also, remember to build it on a nice spot safe from rain. Elections can be cancelled if something bad happens during it. > Elections can be held on day 1, 7 or 15 of each season. > Build a ballot box so colonists can "use" them to gather the colony for an election. > From the new "Leadership" main tab on the game window, you can manage leaders. > NEW: Dictatorship: you make the rules and you select which colonist will be the leader. > Democracy: the normal type of leadership, where leaders are elected by vote. This mod add leaders and teaching to RimWorld. ![]()
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