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"Progression: Education" mod

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Mod version:1.6
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

The central idea of the expansion is to make the game's technical growth more believable and "deserved". In the basic version, any settler, be it a tribal Aboriginal or an infant, can immediately pick up a plasma gun and use it skillfully once you've learned it.


This mod completely eliminates this "flaw". It introduces two interconnected systems: "Competence in equipment" (Proficiency) and "Training" (Education).


Principle 1: The concept of competence (Proficiency)

It's the essence of fashion. Now it's not enough just to have an item - you need to be able to manage it.


How it works: Maud adds new "levels" of skill attached to technological eras. In order for a settler to use weapons, armor, or even some packs (say, a mechanic's pack), he first needs to acquire the appropriate skills, such as "Proficiency in advanced clothing".


Specialization: This forces your settlers to become specialized. Your best archer can't be a Gauss sniper right away. He's going to need training first.


Start of the game: If you start the game with some preps (for example, from fashion

Progression: Scenarios

), your initial settlers will already have the skills appropriate to their time (e.g., "Possession of ancient uniforms").


Disable feature: If you don't like this system, it can be deactivated in the fashion options.


Key Principle 2: Learning System (Education)

This system is the answer to the question, "How do you get these levels of ownership?"


School structure: Maud introduces a full-fledged education system. You will need to build real "Classrooms" (Classrooms) with tables, boards (including digital) and other attributes.


Teachers and pupils: You will be able to identify settlers for the roles of "Mentor" (a high skill is required) and "Apprentice". Maud adds a schedule with "classes" and even a school gong that announces the beginning of classes.


Education for All: This structure is designed not only for children (from DLC Biotech), but also for adults who want to learn new types of equipment.


Integration and Fashion Purpose

Part of the cycle: This mod is the replacement and successor of the old fashion

Progression: Equipment

. It is designed to work in conjunction with other cycle add-ons such as

Progression: Core

(which facilitates movement through technological eras) and

Progression: Scenarios

.


Suggested additions (for a better experience):


Vanilla Factions Expanded - Medieval 2

: To add a medieval shooting training option.


Better Architect Menu

: To ensure that the new category of school construction does not clutter the menu.


Compatibility and technical details

Necessity: The add-on requires DLC Biotech as well as Harmony and Vanilla Expanded Framework modes.


Implementation in the game: Yes, it is possible. However, the developer notifies you that after adding to an active save, you will need to manually design and specify your new classes. It is also possible that unskilled settlers will abandon the equipment they had.


Performance: The developer claims that the add-on has little to no impact on game performance (TPS).


Important Collisions (Mismatch):


Completely incompatible with

Choose the Lesson

(as it fully takes over its functions).


Completely incompatible with

Misc. Training

. The developer expressly states that it is "highly unwise" to share them because they do the same thing in different ways.


Partially incompatible with

Simple Sidearms

Mod: Mod will function, but the author advises to turn off the option of automatic equipment in

Simple Sidearms

because it bypasses gear tests and can cause problems.


Arcane Technology: Compatible, BUT you need to deactivate the Competence concept in the settings of this mod, because

Arcane Technology

uses its own, similar system.


Mod tested on game firmware: 1.6

Similar Mods/Addons

Game Version *

all (Progression Education.zip)