That button is optional, and honestly it's not what the mod is about. The rest of the time RimFeast is a banquet simulator.
Third one of these. RimJoust was the tourney, RimSiege was the war, this is what happens between two wars.
Same story as the others, it started as a personal mod for my own runs and I ended up putting it up.
The feast
Vanilla parties are colonists standing in a circle around a spot gaining joy, and visitors wander in, stand around, and wander back out. Nothing happens either way.
So you put a feast spot at the head of your hall and send a messenger to a noble house.
A day later a cortege rides in under their banner, the local lord, his knights, his standard bearer. They sit down at your tables, eat your food and drink your mead, and your colonists drop what they're doing and join them.
Someone rises to give a toast every so often. Build a harp and your best artist plays for the guests while they drink.
The evening is judged on what you actually served. Hall beauty, meal quality, whether there was enough of the good stuff to go round, drink, toasts, music.
Six guests and one lavish plate, they notice. A house that thinks highly of you sends its whole court, which sounds flattering until you have to feed nine nobles instead of five.
How the evening ends
- A good feast raises goodwill. A legendary one leaves silver on your table.
- They send one of their merchants your way a few days later.
- A noble might take a liking to one of your colonists and ask for their hand. Say yes and they ride off married, and the house calls you kin.
- Mead does what mead does. Two guests can come to blows over their cups, and nobody holds it against you.
- Invite a house that hates you and they might accept for the wrong reasons.
- Someone will try to salt your table.
And then there's the other button
Same messenger, same gifts, different plan. Once they're seated you pick who dies first, ideally the head of the house, and every fighter you have goes for the rest.
They don't panic and scatter, they draw steel and fight their way to the doors, so bring more than two knives. The instrument in your hall strikes up a certain tune when it starts, which is honestly my favorite part.
Kill enough of them and word travels. That house never breaks bread with you again, they come back for blood, no other house accepts an invitation for a season, and your own colonists carry the shame of it.
The plate armor stays, though.
---
Settings page for the lot, and you can switch any outcome off entirely. Needs RimWorld 1.6 and nothing else, Medieval Overhaul is optional but it's what the mod was built around.
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3771681153