Editing AI Storytellers
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− | The '''AI | + | The '''AI Storyteller''' creates events like pirate raids, resource drops, or animal attacks. Storytellers will never entirely disallow events because of population. Their choices will affect the story of your colony. |
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− | + | The gameplay is driven by AI (Artificial Intelligence) Storytellers. The AI Storyteller that you choose will make decisions about what events it wants you to encounter and when based on the situation you are currently in and on the biases of that particular AI. | |
− | + | Choosing an AI will have a great influence on the narrative that is formed as you play. The difficulty is selected separately from the Storyteller but both are changeable mid-game. | |
− | + | ==Current AI Storytellers== | |
− | + | * [[File:Cassandra.png|50px]][[Cassandra Classic]] | |
− | [[File:Cassandra.png| | ||
− | |||
− | [[File:Phoebe.png| | + | * [[File:Phoebe.png|50px]][[Phoebe Chillax]] |
− | |||
− | [[File:Randy.png| | + | * [[File:Randy.png|50px]][[Randy Random]] |
− | |||
− | == | + | == Code Specifics for Storyteller == |
− | + | {| {{STDT| sortable c_08 text-center}} | |
− | {| | + | ! Name !! Desired Population Min !! Desired Population Max !! Desired Population Critical !! Threat Cycle Length <br> AverageIncidentsPerDay(Randy) !! Min Days Between Threat Bigs GeneralWeight(Randy) !! Classic_RandomEventMTBDays ThreatSmallWeight(Randy) !! Classic_ThreatBigMTBDays LargeThreatWeight(Randy) !! Classic_ThreatSmallMTBDays MaxThreatBigIntervalDays(Randy) |
− | |- | + | |- |
− | ! | + | ! Cassandra Classic |
− | |- | + | | 4 |
− | ! | + | | 13 |
− | | | + | | 18 |
− | + | | 9.2 | |
− | + | | 1.9 | |
− | + | | 1.00 | |
− | + | | 3.75 | |
− | | | + | | 1.25 |
− | + | |- | |
− | | | + | ! Phoebe Chillax |
− | + | | 4 | |
− | + | | 13 | |
− | + | | 18 | |
− | + | | 17 | |
− | |- | + | | 12.5 |
− | ! | + | | 1.00 |
− | | | + | | 8 |
− | + | | 1.25 | |
− | + | |- | |
− | + | ! Randy Random | |
− | | | + | | 4 |
− | + | | 13 | |
− | | | + | | 50 |
− | + | | 1.45 | |
− | + | | 0.79 | |
− | |- | + | | 0.0950 |
− | ! | + | | 0.095 |
− | | | + | | 13 |
− | + | |- | |
− | |||
− | | | ||
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− | | | ||
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|} | |} | ||
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== Options == | == Options == | ||
− | + | ===Threats=== | |
− | === Threats === | + | {| {{STDT| sortable c_08 text-left}} |
− | {| {{STDT| sortable c_08 text- | + | ! Options !! Description !! Value Options |
− | ! | + | |- |
− | |- | + | | Threat scale || Adjust the size of threats like raids and infestations, and the difficulty of quests. || 0% - 500% |
− | + | |- | |
− | | Adjust the size of threats like raids | + | | Major threats || Allow major threats such as [[raids]], [[Infestation|infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle |
− | |- | + | |- |
− | + | | Quests threats || Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle | |
− | | Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle | + | |- |
− | |- | + | | Intro threats || Enable the fixed intro threats that appear near game start. || Toggle |
− | + | |- | |
− | | Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle | + | | Predators hunt humans || Allow wild predators to hunt humans. || Toggle |
− | |- | + | |- |
− | + | | Extreme weather || Allow extreme weather incidents such as toxic fallout, volcanic winters and flashstorms. || Toggle | |
− | | Enable the fixed intro threats that appear near game start. || Toggle | ||
− | |- | ||
− | |||
− | | Allow wild predators to hunt humans. || Toggle | ||
− | |- | ||
− | |||
− | | Allow extreme weather incidents such as | ||
|- | |- | ||
|} | |} | ||
− | + | ===Economy=== | |
− | === Economy === | + | {| {{STDT| sortable c_08 text-left}} |
− | {| {{STDT| sortable c_08 text- | + | ! Options !! Description !! Value Options |
− | ! | + | |- |
− | |- | + | | Harvest yield || Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500% |
− | + | |- | |
− | | Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500 | + | | Mining yield || Adjust the amount of materials produced when mining. || 0% - 500% |
− | |- | + | |- |
− | + | | Butchering yield || Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% | |
− | | Adjust the amount of materials produced when mining. || 0% - 500 | + | |- |
− | |- | + | | Research speed || Adjust the speed of research. || 0% - 500% |
− | + | |- | |
− | | Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500 | + | | Quest rewards || Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% |
− | |- | + | |- |
− | + | | Raid loot || Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% | |
− | | Adjust the speed of research. || 0% - 500 | + | |- |
− | |- | + | | Trade price disadvantage || When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50% |
− | + | |- | |
− | | Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% | | + | | Turret rearm cost || Adjust the cost of rearming turrets. || 1% - 100% |
− | | | + | |- |
− | + | | Scaria rot chance || The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100% | |
− | | Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% | | + | |- |
− | | | + | | Enemy death on downed || Adjust the extra chance that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100% |
− | |||
− | | When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50 | ||
− | |- | ||
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− | | Adjust the cost of rearming turrets. || 1% - 100% | | ||
− | | | ||
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− | | The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100 | ||
− | |- | ||
− | |||
− | | Adjust the | ||
|- | |- | ||
|} | |} | ||
− | + | ===General=== | |
− | === General === | + | {| {{STDT| sortable c_08 text-left}} |
− | {| {{STDT| sortable c_08 text- | + | ! Options !! Description !! Value Options |
− | ! | + | |- |
− | |- | + | | Colonist mood || A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 |
− | + | |- | |
− | | A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 | + | | Food poison chance || Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500% |
− | | | + | |- |
− | + | | Animal revenge chance || Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500% | |
− | | Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500 | + | |- |
− | |- | + | | Infection chance || Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500% |
− | + | |- | |
− | | Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500 | + | | Disease frequency || Adjust the frequency of random [[disease]] events. || 0% - 500% |
− | |- | + | |- |
− | + | | Insect spawning rate || Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500% | |
− | | Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500 | + | |- |
− | |- | + | | Deep drilling infestations || Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500% |
− | + | |- | |
− | | Adjust the frequency of random [[disease]] events. || 0% - 500 | + | | Friendly fire || Adjust the chance of friendly fire. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100% |
− | |- | + | |- |
− | + | | Colonist instant kills || Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% | |
− | | Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500 | + | |- |
− | |- | + | | Map generation ancient threats || [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle |
− | + | |- | |
− | | Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500 | + | | Map generation natural hives || Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle |
− | |- | ||
− | |||
− | | Adjust the chance of | ||
− | | | ||
− | |||
− | | Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% | | ||
− | | | ||
− | |||
− | | [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle | ||
− | |- | ||
− | |||
− | | Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle | ||
|} | |} | ||
− | + | ===Player tools=== | |
− | === Player tools === | + | {| {{STDT| sortable c_08 text-left}} |
− | {| {{STDT| sortable c_08 text- | + | ! Options !! Description !! Value Options |
− | ! | + | |- |
− | |- | + | | Player can built spike traps || Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle |
− | + | |- | |
− | | Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle | | + | | Player can built turrets || Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle |
− | | | + | |- |
− | + | | Player can built mortars || Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle | |
− | | Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle | | + | |- |
− | | | + | | Classic mortars || Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access. |
− | + | With Classic Mortars, mortars are as they were before 1.3. Namely: | |
− | | Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle | | ||
− | | | ||
− | |||
− | | Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access. | ||
− | With | ||
* The barrel need not be changed every 20 shots. | * The barrel need not be changed every 20 shots. | ||
− | * Reinforced barrels are removed from the recipe and game | + | * Reinforced barrels are removed from the recipe and game |
− | * Forced miss radius increased from | + | * Forced miss radius increased from 10 to 13. |
− | * | + | * Steel cost of all mortar shells increased by 10. |
− | Note that the | + | | Toggle |
− | | | + | |} |
+ | ===Adaptation=== | ||
+ | {| {{STDT| sortable c_08 text-left}} | ||
+ | ! Options !! Description !! Value Options | ||
+ | |- | ||
+ | | Adaptation growth rate || Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100% | ||
+ | |- | ||
+ | | Adaptation impact || Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100% | ||
+ | |- | ||
+ | | Wealth-independent progress mode || Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle | ||
+ | |- | ||
+ | | Years until maximum threat || The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20 | ||
+ | |} | ||
+ | === Ideology=== | ||
+ | {{Ideology|No category}} | ||
+ | {| {{STDT| sortable c_08 text-cenleftter}} | ||
+ | ! Options !! Description !! Value Options | ||
+ | |- | ||
+ | | Low pop conversion boost || With a single colonist of the player's starting [[ideoligion]], conversion chance to his ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500% | ||
|} | |} | ||
+ | === Difficulty === | ||
+ | {{stub|section=1|reason=Does not list all the different modififers for each difficulty}} | ||
+ | The default values are based on the Strive to Survive difficulty level, where most values are at 1.0, or 100%. | ||
+ | |||
+ | [[Events#Flashstorm|Flashstorm]], [[Events#Toxic Fallout|toxic fallout]] and [[Events#Volcanic Winter|volcanic winter]] are disabled in Peaceful difficulty level. | ||
− | |||
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! | + | ! Name !! Threat scale !! Colonist mood bonus !! Base sell price multiplier !! Crop yield multiplier !! Disease interval multiplier !! Enemy reproduction rate factor |
− | |- | + | |- |
− | ! | + | ! Peaceful |
− | | | + | | 0.10 |
− | |- | + | | +10 |
− | ! | + | | 1.00 |
− | | | + | | 1.20 |
− | |- | + | | 3 |
− | ! | + | | 0.1 |
− | | | + | |- |
− | |- | + | ! Community builder |
− | + | | 0.30 | |
− | | | + | | +10 |
+ | | 1.00 | ||
+ | | 1.20 | ||
+ | | 2.5 | ||
+ | | 0.15 | ||
+ | |- | ||
+ | ! Adventure story | ||
+ | | 0.60 | ||
+ | | +5 | ||
+ | | 1.00 | ||
+ | | 1.00 | ||
+ | | 1.5 | ||
+ | | 0.5 | ||
+ | |- | ||
+ | ! Strive to survive | ||
+ | | 1.00 | ||
+ | | 0 | ||
+ | | 1.00 | ||
+ | | 1.00 | ||
+ | | 1.0 | ||
+ | | 1.0 | ||
+ | |- | ||
+ | ! Blood and dust | ||
+ | | 1.55 | ||
+ | | -5 | ||
+ | | 0.90 | ||
+ | | 0.95 | ||
+ | | 0.95 | ||
+ | | 1.0 | ||
+ | |- | ||
+ | ! Losing is fun | ||
+ | | 2.20 | ||
+ | | -10 | ||
+ | | 0.80 | ||
+ | | 0.80 | ||
+ | | 0.9 | ||
+ | | 1.0 | ||
+ | |- | ||
|} | |} | ||
− | === | + | === Commitment Mode (Permadeath)=== |
− | + | Commitment mode is an option when selecting difficulty. The player must choose between Commitment and Reload Anytime mode. | |
− | + | ||
− | + | In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and only when the colony dies, that's it. | |
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− | + | This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. | |
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== Technical info == | == Technical info == | ||
+ | |||
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto"> | <div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto"> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | === New | + | ===New Colonist Events=== |
− | The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include | + | |
+ | The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include [[Events#Refugee Chased at .28Settlement.29|Refugee chased]], [[Events#Transport pod crash|Transport pod crash]], [[Events#Wanderer joins|Wanderer joins]] and [[Events#Wild .28wo.29man wanders in|Wild (human) wanders in]]. | ||
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. <!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --> To summarize these findings: There is a new variable, "PopulationIntent," which replaces the old variables "desiredPopulationMin," "desiredPopulationMax" and "desiredPopulationCritical." It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size. | The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. <!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --> To summarize these findings: There is a new variable, "PopulationIntent," which replaces the old variables "desiredPopulationMin," "desiredPopulationMax" and "desiredPopulationCritical." It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size. | ||
− | <blockquote | + | <blockquote> |
---- | ---- | ||
'''PopulationIntent (from StorytellerDef):<br> | '''PopulationIntent (from StorytellerDef):<br> | ||
Line 287: | Line 265: | ||
''Day >= 10, 5 Population (PopulationIntent = 1.0)''<br> | ''Day >= 10, 5 Population (PopulationIntent = 1.0)''<br> | ||
− | |||
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''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''<br> | ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''<br> | ||
''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''<br> | ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''<br> | ||
Line 294: | Line 270: | ||
''Day >= 10, 20+ Population (PopulationIntent = -1.0):''<br> | ''Day >= 10, 20+ Population (PopulationIntent = -1.0):''<br> | ||
− | |||
''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''<br> | ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''<br> | ||
''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''<br> | ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''<br> | ||
Line 303: | Line 278: | ||
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for. | The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for. | ||
− | Also, you can check the table for the PopulationIntent from the | + | Also, you can check the table for the PopulationIntent from the Debug Logging Menu while in Dev Mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations > 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml: |
''<populationIntentFactorFromPopCurve>''<br> | ''<populationIntentFactorFromPopCurve>''<br> | ||
Line 334: | Line 309: | ||
</div> | </div> | ||
</div> | </div> | ||
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== Version history == | == Version history == | ||
Line 350: | Line 323: | ||
** Savage | ** Savage | ||
** Merciless | ** Merciless | ||
− | |||
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− | |||
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following: | * [[Version/1.1.2647|1.1.2647]] - they have changed again to the following: | ||
** Peaceful | ** Peaceful | ||
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* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. | * [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. | ||
* [[Version/1.2.2753|1.2.2753]] - Rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level. | * [[Version/1.2.2753|1.2.2753]] - Rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level. | ||
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{{nav|ai}} | {{nav|ai}} | ||
[[Category:AI]] | [[Category:AI]] |