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FCP-Caesars-Legion/1.6/Defs/FactionDefs/FCP_Legion.xml
T
RickGrymes a9da9ccb5f Add spawn cluster config to Legion faction
Introduce a FCP.Factions.FactionExtension_SpawnConfig to FCP_Legion.xml under modExtensions. This restricts allowed biomes to AridShrubland and Desert and enables clustered spawning with a clusterRadius of 30, so Legion spawns are grouped and limited to those biomes.
2026-05-14 17:50:00 -05:00

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Factions __________-->
<!-- Legion -->
<FactionDef ParentName="FactionBase">
<defName>FCP_Faction_Caesars_Legion</defName>
<label>Caesar's Legion</label>
<description>Caesars Legion is the fearsome group which conquered most of the former states of Arizona, New Mexico, Colorado, and Utah. The Legion styles itself after the ancient roman legionnaires and uses many low-tech weapons such as javelins and crude but effective melee weapons. They are cruel, warlike, and known to frequently commit massacres against civilians, which they view as dissolute and profligate. Caesar, or Edward Sallow as he was once known, leads his slave armies as an iron fisted dictator and pushes them ever forward to claim new territories for their leader, the self-proclaimed son of Mars himself. Before long, the Legion stood at the shores of the Colorado river and set their eyes on the gleaming towers of New Vegas and California beyond them.</description>
<colorSpectrum>
<li>(1, 1, 1)</li>
</colorSpectrum>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<pawnSingular>Legionary</pawnSingular>
<pawnsPlural>Legionaries</pawnsPlural>
<categoryTag>FCP_Legion</categoryTag>
<settlementGenerationWeight>0.3</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Caesar</leaderTitle>
<factionIconPath>World/FCP_LegionIcon</factionIconPath>
<techLevel>Industrial</techLevel>
<fixedName>Caesar's Legion</fixedName>
<settlementNameMaker>FCP_Namer_Settlement_Legion</settlementNameMaker>
<allowedCultures>
<li>FCP_Culture_Legion_NeoRoman</li>
</allowedCultures>
<!--__________ Ideology __________-->
<fixedIdeo>true</fixedIdeo>
<ideoName>Cult of Mars</ideoName>
<ideoDescription>Caesar, the Son of Mars, was ordered by Mars to conquer all of Earth. To facilitate this conquest, Mars cleansed the Earth with fire, bringing humans to their lowest ebb. The Caesar's divine duty is to deliver the wasteland from chaos and barbarism</ideoDescription>
<deityPresets>
<li>
<nameType>
<name>Caesar</name>
<type>Son of Mars</type>
</nameType>
<gender>Male</gender>
<iconPath>UI/Deities/DeityGeneric</iconPath>
</li>
<li>
<nameType>
<name>Mars</name>
<type>God of War</type>
</nameType>
<gender>Male</gender>
<iconPath>UI/Deities/DeityGeneric</iconPath>
</li>
</deityPresets>
<styles>
<li MayRequire="Ludeon.RimWorld.Ideology">Morbid</li>
</styles>
<forcedMemes>
<!-- Structure -->
<li MayRequire="Ludeon.RimWorld.Ideology">Structure_Ideological</li>
<!-- Memes -->
<li MayRequire="Ludeon.RimWorld.Ideology">FCP_Meme_Legionism</li>
<!-- <li MayRequire="Ludeon.RimWorld.Ideology">MaleSupremacy</li> -->
</forcedMemes>
<requiredPreceptsOnly>true</requiredPreceptsOnly>
<!--__________ Biotech __________-->
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0</Neanderthal>
<Hussar MayRequire="Ludeon.RimWorld.Biotech">0</Hussar>
<Pigskin MayRequire="Ludeon.RimWorld.Biotech">0</Pigskin>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0</Yttakin>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0</Genie>
<Dirtmole MayRequire="Ludeon.RimWorld.Biotech">0</Dirtmole>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0</Highmate>
</xenotypeChances>
</xenotypeSet>
<!--__________ Backstories __________-->
<backstoryFilters>
<li>
<categories>
<li>FCP_Backstory_Legion_Adult</li>
<li>FCP_Backstory_Legion_Child</li>
<li>FCP_Backstory_Wastelander_Child</li>
</categories>
<commonality>0.95</commonality>
</li>
</backstoryFilters>
<!--__________ Kinds __________-->
<!-- Caravan Trader Kinds -->
<caravanTraderKinds>
<li>Caravan_Outlander_BulkGoods</li>
<li>Caravan_Outlander_CombatSupplier</li>
<li>Caravan_Outlander_Exotic</li>
<li>Caravan_Outlander_PirateMerchant</li>
</caravanTraderKinds>
<!-- Vistor Trader Kinds -->
<visitorTraderKinds>
<li>Visitor_Outlander_Standard</li>
</visitorTraderKinds>
<!-- Base Trader Kinds -->
<baseTraderKinds>
<li>Base_Outlander_Standard</li>
</baseTraderKinds>
<!-- Trader Kind Arrival Options -->
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<raidLootMaker>FCP_LegionRaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<!--__________ Group Makers __________-->
<pawnGroupMakers>
<li>
<!-- Normal fights, standard mix -->
<kindDef>Combat</kindDef>
<options>
<FCP_Animal_Legion_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_Legion_Guard_Dog>
<FCP_Legion_Scout>9</FCP_Legion_Scout>
<FCP_Legion_Recruit>10</FCP_Legion_Recruit>
<FCP_Legion_Recruit_Decanus>5</FCP_Legion_Recruit_Decanus>
<FCP_Legion_Prime>8</FCP_Legion_Prime>
<FCP_Legion_Prime_Decanus>3</FCP_Legion_Prime_Decanus>
<FCP_Legion_Veteran>6</FCP_Legion_Veteran>
<FCP_Legion_Veteran_Decanus>2</FCP_Legion_Veteran_Decanus>
<FCP_Legion_Vexillarius>5</FCP_Legion_Vexillarius>
<FCP_Legion_Centurion>3</FCP_Legion_Centurion>
<FCP_Legion_Legate>1</FCP_Legion_Legate>
<FCP_Unique_Pawnkind_Caesar>1</FCP_Unique_Pawnkind_Caesar>
</options>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<FCP_Animal_Legion_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_Legion_Guard_Dog>
<FCP_Legion_Recruit>20</FCP_Legion_Recruit>
<FCP_Legion_Recruit_Decanus>10</FCP_Legion_Recruit_Decanus>
<FCP_Unique_Pawnkind_Caesar>1</FCP_Unique_Pawnkind_Caesar>
</options>
</li>
<li>
<kindDef>Trader</kindDef>
<traders>
<FCP_Legion_Quartermaster>1</FCP_Legion_Quartermaster>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<FCP_Animal_Legion_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_Legion_Guard_Dog>
<FCP_Legion_Veteran>7</FCP_Legion_Veteran>
<FCP_Legion_Prime>10</FCP_Legion_Prime>
<FCP_Legion_Prime_Decanus>3</FCP_Legion_Prime_Decanus>
<FCP_Unique_Pawnkind_Caesar>1</FCP_Unique_Pawnkind_Caesar>
</guards>
</li>
<li>
<kindDef>Settlement</kindDef>
<options>
<FCP_Animal_Legion_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_Legion_Guard_Dog>
<FCP_Legion_Slave>10</FCP_Legion_Slave>
<FCP_Legion_Veteran>10</FCP_Legion_Veteran>
<FCP_Legion_Veteran_Decanus>8</FCP_Legion_Veteran_Decanus>
<FCP_Legion_Vexillarius>7</FCP_Legion_Vexillarius>
<FCP_Legion_Centurion>5</FCP_Legion_Centurion>
<FCP_Legion_Legate>3</FCP_Legion_Legate>
<FCP_Unique_Pawnkind_Caesar>1</FCP_Unique_Pawnkind_Caesar>
</options>
</li>
</pawnGroupMakers>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<modExtensions Inherit="False">
<!-- Faction tab label override -->
<li Class="FCP.Factions.FactionExtension_FlavorOverride">
<newLabel>Neo-Roman Tribal Legion</newLabel>
</li>
<!-- Legion Denarius -->
<li Class="FCP.Currencies.CurrencyReplacement">
<currency>FCP_Currency_Legion_Denarius</currency>
</li>
<!-- Make them hostile to the NCR -->
<li Class="FCP.Factions.FactionExtension_PermanentlyHostileTo">
<hostileFactionDefs>
<li MayRequire="Rick.FCP.NCR">FCP_Faction_NCR</li>
</hostileFactionDefs>
</li>
<!-- Make them unable to use drop pods -->
<li Class="FCP.Factions.FactionExtension_BannedArrivalModes">
<arrivalModes>
<li>EdgeDrop</li>
<li>EdgeDropGroups</li>
<li>CenterDrop</li>
<li>RandomDrop</li>
</arrivalModes>
</li>
<!-- Enlistment stuff -->
<li Class="FCP.Enlist.FactionEnlistOptions">
<enlistOptionsDefs>
<li>FCP_Enlistment_Legion</li>
</enlistOptionsDefs>
<ignoreAutoAssignedDefs>true</ignoreAutoAssignedDefs>
</li>
<!-- Ideology stuff -->
<li Class="FCP.Factions.FactionExtension_FixedIdeo">
<ideoIconDef>FCP_Icon_Legion</ideoIconDef>
<ideoColorDef>LightGrey</ideoColorDef>
<memberName>Legionnaire</memberName>
<adjective>Legion</adjective>
<roleOverrides>
<li>
<preceptDef>IdeoRole_Leader</preceptDef>
<disableApparelRequirements>true</disableApparelRequirements>
</li>
<li>
<preceptDef>IdeoRole_Moralist</preceptDef>
<newName>Instructor</newName>
<disableApparelRequirements>true</disableApparelRequirements>
<!--<apparelRequirementsOverride></apparelRequirementsOverride>-->
</li>
</roleOverrides>
</li>
<!-- territory stuff -->
<!-- <li Class="FCP.Factions.FactionExtension_HasTerritory">
<territoryColor>(253, 181, 21)</territoryColor>
<territoryBorderColor>(0.48, 0.11, 0.1, 0.75)</territoryBorderColor>
<factionLabelColor>(0.9, 0.2, 0.2, 1.0)</factionLabelColor>
<initialTerritoryRadius>10</initialTerritoryRadius>
<renderTerritoryOverWater>false</renderTerritoryOverWater>
</li> -->
<!-- Clusters and biome configuration -->
<li Class="FCP.Factions.FactionExtension_SpawnConfig">
<allowedBiomes>
<li>AridShrubland</li>
<li>Desert</li>
</allowedBiomes>
<clustered>true</clustered>
<clusterRadius>30</clusterRadius>
</li>
</modExtensions>
</FactionDef>
<ThingSetMakerDef>
<defName>FCP_LegionRaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>MedicineHerbal</li>
<li>MealSurvivalPack</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
</Defs>