Editing Raid points

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
 
{{TOCright}}
 
{{TOCright}}
  
'''Raid Points''' are a mechanic used to determine the size of [[raids]], other [[major threat]]s, [[quest]]s, and certain other events.
+
'''Raid Points''' are a mechanic used to determine the size of [[raids]], [[quest]]s, and certain other events.
  
 
== Summary ==
 
== Summary ==
Raid Points are spent by the [[storyteller]] to purchase raiders. Each raider has a "cost", or Combat Power, associated with them. Every 1 raid point roughly equates to 1 combat power. For example, if the storyteller has 180 raid points, then it can potentially send out 3 "Warrior" raiders worth 60 combat power each. The combat power of each enemy type can be seen in tables on the [[Raider]] page. Raid points are also used to calculate the extra loot carried by raiders. For an explanation of that system, see [[Raider#Loot|Raider loot]].
+
Raid Points are spent by the [[storyteller]] to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the [[Raider]] page. More points to spend mean more enemies that appear. For example, if the storyteller has 180 raid points, then it can send out 3 "Warrior" raiders, worth 60 Combat Power each.
  
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s. [[Quest]]s and the storyteller [[Randy Random]] multiply raid size after the point cap is applied; both can allow raids to be larger in size.
+
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s. The Storyteller Randy Random and quests can allow raids to be larger in size.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])
 
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])
 +
|}
 +
 +
With all variables expanded out and where f(x) is the [[#Wealth points|Wealth Graph]] and g(x) is the [[#Pawn points|Pawn Graph]] the full formula is:
 +
 +
{| class="wikitable"
 +
|-
 +
|Raid Points = (f(Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) + g(Colonists Count + Trainable Animals Count + ([[Slaves]]{{IdeologyIcon}} Count * 0.75))) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])
 
|}
 
|}
  
Line 18: Line 25:
 
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The "Adaption Factor" is an exception and is shared across multiple settlements.
 
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The "Adaption Factor" is an exception and is shared across multiple settlements.
  
== Viewing raid points ==
+
==Viewing raid points==
  
Players on PC version of the game can view their raid points by turning on [[Development mode]].  Hit the 3rd button, "Open the View Settings", and check "Write Storyteller".  Then, back on the game screen, hit the Magnifying Glass button.  "Base Points" is the Raid Point total.  
+
One can view their raid points by turning on [[Development mode]].  Hit the 3rd button, "Open the View Settings", and check "Write Storyteller".  Then, back on the main Rimworld screen, hit the Magnifying Glass button.  "Base Points" is the Raid Point total.  
 
[[File:Raid base points.png|frameless|left]]
 
[[File:Raid base points.png|frameless|left]]
 
{{clear}}
 
{{clear}}
  
 
== Wealth points ==
 
== Wealth points ==
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab. The game considers "Colony Wealth (buildings)" at only 50% for the purpose of calculating Raid Points.  Instead of using "Colony Wealth (this map)", the game uses "Storyteller Wealth". Note that pawns count for their wealth values in addition to their pawn points. Temporary colonists from [[quest]]s count towards neither.
+
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab. The game considers "Colony Wealth (buildings)" at only 50% for the purpose of calculating Raid Points.  Instead of using "Colony Wealth (this map)", the game uses "Storyteller Wealth". Note that pawns count for their wealth values in addition to their pawn points, with the exception of temporary colonists from quests which count for neither.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 47: Line 54:
 
|}   
 
|}   
 
{{Clear}}
 
{{Clear}}
At 14,000 "Storyteller Wealth" and below, there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, every $1 of storyteller wealth increases "Wealth Points" by <code>(2,400 - 0) / (400,000 - 14,000)</code> points.  
+
At 14,000 "Storyteller Wealth" there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by <code>(2,400 - 0) / (400,000 - 14,000)</code> per wealth. This means that 1 point is worth 160.83 wealth at this threshold.
  
At the 14k to 400k threshold, 1 raid point would be worth ~ 160.83 storyteller wealth from wealth points. Wealth also has an impact on pawn points; see below for details.
+
At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Further wealth has no affect on Raid Points.
  
At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Further wealth has no effect on Raid Points.
+
==Pawn points==
 
+
"Pawn Points" is a points total given based on your Colonist count, Slaves, Children, Trainable [[Animals]], and player controlled Mechs. Rimworld's code labels these creatures as "pawns." "Pawn Points" is an addition to any points that "pawns" give based on their Market Value via "Wealth Points.Only free pawns of the player's faction on the map tile count. Prisoners and temporary colonists from other factions (called "Quest Lodgers") do not count towards Pawn Points.
== Pawn points ==
 
"Pawn Points" is a points total given based on your Colonist count, Slaves, Children, Trainable [[Animals]], and player controlled Mechs. Rimworld's code labels these creatures as "pawns." "Pawn Points" is an addition to any "Wealth Points" given by the pawn's Market Value.
 
 
 
Only living, free, pawns of the player's faction on the map tile count. [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called "Quest Lodgers", from other factions also do not count.
 
  
 
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.
 
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.
Line 75: Line 78:
 
{{Clear}}
 
{{Clear}}
  
From 0 to 10,000 "Storyteller Wealth", each full colonist counts for 15 pawn points. At 400,000 "Storyteller Wealth", each colonist counts for 140 points. Between 10k to 400k Storyteller Wealth, each colonist gives <code>15 + [ (140 - 15) * (wealth - 10,000) / (400,000 - 10,000) ]</code> points. This can be simplified into <code>15 + (wealth - 10,000) / (3,120)</code> points per colonist.
+
From 0 to 10,000 "Storyteller Wealth", each Colonist counts for 15 points. At 400,000 wealth, each Colonist counts for 140 points. In between 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.
 
 
Between 10k to 400k Storyteller Wealth, every $1 of wealth gives <code>1 / 3,120</code> pawn points ''per effective colonist''. So at the 10k to 400k threshold, 1 pawn point is worth <code>3,120 / (effective colonist count)</code> storyteller wealth.
 
 
 
Assuming the same 10k to 400k wealth threshold:
 
* At 10 healthy colonists, 3,120 storyteller wealth would give 10 raid points through pawn points.
 
* At 10 healthy colonists, 1 pawn point would be worth 312 storyteller wealth.
 
* Going from 10 to 11 colonists would add <code>15 + (wealth - 10,000) / 3,120</code> raid points.
 
Remember that storyteller wealth also increases wealth points.
 
 
 
Certain factors can modify the effective colonist count. See below for details.
 
  
 
'''Modifiers:'''
 
'''Modifiers:'''
* [[Slaves]]{{IdeologyIcon}} have a 75% multiplier to pawn points.  
+
*[[Slaves]]{{IdeologyIcon}} have a 75% multiplier to pawn points.  
* Pawns in [[cryptosleep casket|cryptosleep]] have a 30% multiplier.  
+
*Pawns in [[cryptosleep casket|cryptosleep]] have a 30% multiplier.  
* [[Babies]]{{BiotechIcon}} have a 0% modifier and thus add no pawn points.
+
*[[Babies]]{{BiotechIcon}} have a 0% modifier and thus no pawn points.
* [[Children]]{{BiotechIcon}} have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.
+
*[[Children]]{{BiotechIcon}} have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.
* Health: The Pawn Point value of all applicable pawns, including animals and mechs, is scaled based on their Health Bar. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. When at full health, the bar will display "Healthy" and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. Dead pawns do not count for pawn points, even when unburied and still showing in the colonist bar.
+
*Health: The Pawn Point value of all applicable "pawns", including animals and mechs, is scaled based on their Health Bar. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. When at full health, the bar will display "Healthy" and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at "Full Health" and contributes full Pawn Points.
 
 
:When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at "Full Health" and contributes full Pawn Points.
 
 
 
:The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for "Pawn Points": num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);
 
  
----
+
The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for "Pawn Points": num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);
The following factors add to pawn points, but are separate to colonist count.
 
  
 
'''Animals:'''
 
'''Animals:'''
* Tamed animals that can learn "Attack" count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth.  Attack doesn't have to be trained, only possible to be trained. "Combat Power" is not affected by the age of the animal: baby animals that can attack count as adults for "Pawn Points".  Downed animals do not count.
+
*Tamed animals that can learn "Attack" count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth.  Attack doesn't have to be trained, only possible to be trained. "Combat Power" is not affected by the age of the animal: baby animals that can attack count as adults for "Pawn Points".  Downed animals do not count.
  
 
'''Player controlled Mechs:'''
 
'''Player controlled Mechs:'''
Line 122: Line 110:
 
{{Clear}}
 
{{Clear}}
  
Mechanoid combat power can be seen [[Mechanoid hive#Pawns|here]].
+
"Combat Power" for Mechs and Animals is
  
== Difficulty ==
+
==Difficulty==
 
{{See also|AI Storytellers}}
 
{{See also|AI Storytellers}}
 
Difficulty is solely the "Threat Scale" number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing "Custom" difficulty allows Threat Scale to range from 0% to 500%.
 
Difficulty is solely the "Threat Scale" number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing "Custom" difficulty allows Threat Scale to range from 0% to 500%.
Line 145: Line 133:
 
|}
 
|}
  
== Starting factor ==
+
==Starting factor==
  
 
The "Starting Factor" factor means that the start of the game is made easier.  After 40 days, there is essentially no "Days Passed" factor because the factor is 1.   
 
The "Starting Factor" factor means that the start of the game is made easier.  After 40 days, there is essentially no "Days Passed" factor because the factor is 1.   
Line 160: Line 148:
 
|}
 
|}
 
 
At 10 Days, and earlier, the factor is 0.7.  At 40 Days, and all dates after, the factor is 1.
+
At 10 Days, and earlier, the factor is .7.  At 40 Days, and all dates after, the factor is 1.
  
== Adaption factor ==
+
==Adaption factor==
  
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers.   
+
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers.  Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.
  
Slaves and quest lodgers are considered colonists for the purposes of the Adaption Factor. [[Friendly mechanoids|Player-controlled mechs]] do not count for the Adaption Factor. [[Children]] that can walk do fully count towards the Adaption factor. It does not matter how a pawn is downed / killed, so violently killing your own colonists will impact adaptation (as opposed to executing or banishing them).
+
Biotech DLC - Player-controlled mechs do not count for the Adaption Factor. Children that can walk do fully count towards the Adaption factor.
  
 
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10".  The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30".  Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
 
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10".  The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30".  Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
Line 248: Line 236:
 
The "Adaption Factor" is shared across multiple map tiles.
 
The "Adaption Factor" is shared across multiple map tiles.
  
== Other factors ==
+
== Storyteller randomization ==
Firstly, the raid point cap of 10,000 is applied. The following factors are applied after the cap:
+
Storytellers may also have a number called "randomPointsFactorRange" to further modify the points. [[Randy Random]] will randomly increase or decrease the raid point value by 50% to 150% for each event, while [[Cassandra Classic]] and [[Phoebe Chillax]] will not do any further modification.
 
 
*Storytellers may have a "randomPointsFactorRange" to modify raid size. [[Randy Random]] will randomly increase or decrease the raid point value by 50% to 150% for each event. [[Cassandra Classic]] and [[Phoebe Chillax]] will not do any further modification.
 
 
 
*Major threats caused by a [[quest]] may have more raid points than normal. The multiplier is dependent on the stars (1-3) that a quest has.
 
 
 
*The type of major threat can modify raid size. [[Sapper]]s and center [[drop pod]] raids will be smaller than expected.
 
  
*Raids caused by the [[ship reactor]]'s activation or the [[Royal Ascent]] quest will always have a minimum of 500 raid points, regardless of threat scale (or any other factor to raid points).
+
== Ship launch ==
 +
Raids caused by the [[ship reactor]]'s activation will always have a minimum of 500 raid points, regardless of threat scale or any factor to raid points. The [[Royal Ascent]] quest also has a similar minimum raid points.
  
== Wealth independent mode ==
+
==Wealth independent mode==
 +
{{See also|AI_Storytellers#Adaptation{{!}}Adaptation}}
 
"Wealth Independent" mode is another option in the "custom" section of the "Storyteller Settings".  Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
 
"Wealth Independent" mode is another option in the "custom" section of the "Storyteller Settings".  Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
  
Line 275: Line 259:
 
|}
 
|}
  
This chart is for the default choice of "Years until Max Threat: 12".  Changing the "Years Until Maximum Threat" slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.
+
This chart is for the default choice of "Years until Max Threat: 12".  Changing the "Years Until Maximum Threat" slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.
 
 
All other factors, such as pawn count and adaptation, are applied as normal.
 
  
 
The Wealth Independent Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.
 
The Wealth Independent Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.
  
== Version history ==
+
==Version history==
 
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.
 
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.
 
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.
 
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.
* [[Version/1.4.3555|1.4.3555]] - [[Friendly mechanoids]] now count towards pawn points, in addition to wealth points.
 
 
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: