Colony Leadership

Mod, 1.1, 1.2


I DID NOT MAKE THIS MOD: All credit goes to Nandonalt.
**Updated for Rimworld 1.1**


Rimworld 1.0 release can be downloaded from github
https://github.com/DonaldM164/ColonyLeadership/releases/tag/1.1.2


Colony Leadership Mod! Elect specialized leaders with increased stats and capacity to teach others.

Doesn't require a new save game.
If you have issues/errors, p...

Author: Golden Retriever

Created: 15 Nov, 2018 @ 7:39pm

Updated: 10 Jan, 2021 @ 3:38pm

Subscribers: 24139


Size (unpacked) : 9.455 MB

I DID NOT MAKE THIS MOD: All credit goes to Nandonalt.
**Updated for Rimworld 1.1**


Rimworld 1.0 release can be downloaded from github
https://github.com/DonaldM164/ColonyLeadership/releases/tag/1.1.2


Colony Leadership Mod! Elect specialized leaders with increased stats and capacity to teach others.

Doesn't require a new save game.
If you have issues/errors, please post here with the max information you can.
----------------------------------------------

This mod add leaders and teaching to RimWorld. Description below:

LEADERSHIP TYPES
-> Democracy: the normal type of leadership, where leaders are elected by vote.
-> NEW: Dictatorship: you make the rules and you select which colonist will be the leader. No elections and no "rebellions".

ELECTIONS
-> From the new "Leadership" main tab on the game window, you can manage leaders.
-> Build a ballot box so colonists can "use" them to gather the colony for an election.
-> Elections can be held on day 1, 7 or 15 of each season. Elections can be cancelled if something bad happens during it. Also, remember to build it on a nice spot safe from rain. (If you don't like this feature, you can use dev mode to trigger it)
-> When the election finished, the leaders will be elected.
-> 1 leader limit if the colony has less than 5 colonist. Otherwise, the limit is 2.
-> Be sure that the colonists have good needs before starting an election.
-> The colonists will decide who will be their leader and which type the leader will be.
-> Colonists unable to do social jobs will never be leaders.

LEADERS
-> Leaders will have a always-on buff that will increase some of its stats.
-> Leaders have improved trading prices, gift impact and chance to recruit prisoners.
-> Leadership level can be checked on the "Needs" tab and will influence the buffs.
-> Leaders emit an aura of stat-buffs to nearby colonists in the same room and is also influenced by the leadership level.
-> Leaders can inspire other colonists and give them a small mood buff.
-> The leadership level is calculated by what the colonists think about the leader and the skill levels have a little of influence on it.
-> 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.
-> You cannot change leader types.
-> Leader mandate is 1 year.

LEADER TYPES
-> BOTANIST: specialized in Growing, Medicine and Animals. Stat buffs include plant work speed, immunity gain speed, taming chance and more.
-> WARRIOR: specialized in Shooting and Melee. Stat buffs include move speed, accuracy, hit chance and more.
-> CARPENTER: specialized in Crafting, Mining and Artistic. Stat buffs include construction speed, work speed, mining speed and more.
-> SCIENTIST: specialized in Research. Stat buffs include research speed, surgery success chance, learning speed and more.

TEACHING AND LESSONS
-> New buildable objects: teaching table, chalkboard and globe. Found on Architect/Misc.
-> Right now, only leaders can teach.
-> Teaching table is where leaders can hold lessons and teach the skills they are specialized in.
-> Build it, click on it and open its "Schedule" tab. 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. You can also set which time of day the lesson will start.
-> You can also select which colonists will not join the lectures.
-> Leaders will only teach skills that are level 8 and above.
-> Assign leaders to colors, and use yellow if you want a random teacher that day.
-> You can only hold one lesson each 24 hours, to avoid exploitation.
-> Build the chalkboard and the globe to improve learning. The chalkboard is dynamic!


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.
Mods featured on screenshots: FashionRIMSta, Vegetable Garden, Facial Stuff.

Source Code Repository: (Feel free to submit a pull request).
https://github.com/DonaldM164/ColonyLeadership/


*Compatible with Psychcology mod.
Compatible with Children mod (but this mod must come first in the load order).


====> IMPORTANT:
Support the original developer, it's his mod.
Want to support me and my mods? Check out https://www.patreon.com/nandonalt

"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.
Mods featured on screenshots: FashionRIMSta, Vegetable Garden, Facial Stuff." - Nandonalt, original mod posting.

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game