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The '''AI storyteller''' is the main mechanism used to determine game difficulty and play style. There are currently three presets for narrative settings. Each preset features different raid frequencies and an eponymous cartoon mascot. The player must choose either '''Cassandra Classic, Phoebe Chillax, or Randy Random''' to act as their "unseeable God." They will periodically
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'''AI storytellers''' create [[events]] like pirate raids, resource drops, or animal attacks. Your choice of storyteller sets the tone for your colony - a vicious storyteller may send constant deadly attacks, while a more benevolent storyteller will send trade caravans and travelers asking you for help.  They choose events based on a number of factors, such as how much wealth your colony has acquired, how many colonists you have, if a colonist has died or been severely wounded recently, and how long it has been since the last major event.
create [[events]] for your colony, including pirate raids, resource drops, or [[manhunter]] animal packs.  
 
The AI Storyteller does not have an in-game body, location, or manifestation; it is just a name given to describe game settings.
 
  
Your choice of storyteller sets the tone for your colony - a more benevolent storyteller like Phoebe will send trade caravans or helpful travelers after hitting your colony hard with a tough raid.
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The one 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 with no downside or penalty.
 
 
The frequency and type of storyteller events are based on a number of factors. Colony wealth, building wealth, colonists count, animal count, if a colonist has died or been severely wounded recently, and how long it has been since the last major event are all considered before a storyteller event occurs.  
 
 
 
The difficulty is adjusted separately from the storyteller, however, some storytellers are less merciful than others. Both difficulty and storyteller are changeable mid-game from the Settings Menu, with no downside or penalty.
 
  
 
== Current AI storytellers ==  
 
== Current AI storytellers ==  
 
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]<big>'''[[Cassandra Classic]]'''</big><br/><br/>''Cassandra creates story events on a classic increasing curve of challenge and tension.<br/>She'll push you with dangerous events, then give breathing room, then come back to push once more.''
 
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]<big>'''[[Cassandra Classic]]'''</big><br/><br/>''Cassandra creates story events on a classic increasing curve of challenge and tension.<br/>She'll push you with dangerous events, then give breathing room, then come back to push once more.''
 
{{clear}}
 
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[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]<big>'''[[Phoebe Chillax]]'''</big><br/><br/>''Phoebe gives lots of time between disasters to build your colony.<br/>But beware - at high difficulties, she'll hit as hard as anyone.''
 
[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]<big>'''[[Phoebe Chillax]]'''</big><br/><br/>''Phoebe gives lots of time between disasters to build your colony.<br/>But beware - at high difficulties, she'll hit as hard as anyone.''
 
{{clear}}
 
{{clear}}
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[[File:Randy.png|left|175px|link=Randy_Random]]<big>'''[[Randy Random]]'''</big><br/><br/>''Randy doesn't follow rules.<br/>He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.<br/><br/>Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.<br/>It makes for high drama - and unavoidable sacrifices.''
 
[[File:Randy.png|left|175px|link=Randy_Random]]<big>'''[[Randy Random]]'''</big><br/><br/>''Randy doesn't follow rules.<br/>He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.<br/><br/>Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.<br/>It makes for high drama - and unavoidable sacrifices.''
{{clear}}
 
  
== Difficulties ==
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== Options ==
There are 6 default difficulties:
 
{| class="wikitable" style="width=600"
 
|-
 
! Difficulty !! In-game description
 
|- id="Peaceful"
 
! Peaceful
 
| Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur.
 
Recommended for:
 
* Players who want to learn the game mechanics with minimal pressure.
 
* Players who just want to build.
 
* Players who just want to relax.
 
|- id="Community builder"
 
! Community builder
 
| Build a community with a taste of danger. Threats appear, but they're weakened.
 
Recommended for:
 
* Players who are new to this kind of game.
 
* Players who want to build a perfect colony.
 
* Players who want to relax.
 
|- id="Adventure story"
 
! Adventure story
 
| There's room to grow and thrive, but it's still a dangerous planet.
 
Recommended for:
 
* Experienced strategy gamers on their first game of RimWorld.
 
* Experienced RimWorld players who want some breathing room to pursue funny or weird goals.
 
|- id="Strive to survive"
 
! Strive to survive
 
| Strive to survive on a rough, tough planet. There will be triumph and tragedy.
 
Recommended for:
 
* Experienced players who want a rough story requiring skill to survive.
 
|- id="Blood and dust"
 
! Blood and dust
 
| Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.
 
Recommended for:
 
* Experienced players who want to struggle to survive.
 
|- id="Losing is fun"
 
! Losing is fun
 
| This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.
 
Recommended for:
 
* Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.
 
* Lovers of tragedy.
 
* Digital masochists.
 
|}
 
  
Each difficulty works by changing the values of each setting, displayed down below. Using the Custom difficulty will allow you to change each setting yourself. The default values are based on the "Strive to survive" difficulty level, where most values are at 1.0, or 100%. When creating a custom difficulty, you can use the "Set to Standard Playstyle" button to change the values to one of the 6 default difficulties.
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The default values are based on the "Strive to survive" difficulty level, where most values are at 1.0, or 100%.
 
 
=== Commitment mode===
 
When creating a game, the player must choose between "Commitment" and "Reload anytime" mode. Unlike storyteller and difficulty, '''this cannot be changed after game creation'''. If desired, you can disable (or enable) commitment mode by [[Permadeath save conversion guide|editing the save file]].
 
 
 
With reload anytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to have a more relaxed experience. RimWorld is a single player game - nobody will judge you for playing with saves.
 
 
 
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. When the entire colony dies, but ''only'' when the entire colony dies, [[Endings#Colony End|that's it]]. This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. (Note: this can be dangerous if you use lots of mods - if something soft-locks, you cannot go back to an earlier save to avoid the situation!)
 
 
 
== Options ==
 
  
 
=== Threats ===
 
=== Threats ===
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust || style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust || style="width:150px;" | Losing is fun
 
|- id="Threat scale"
 
|- id="Threat scale"
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=== Economy ===
 
=== Economy ===
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
|- id="Harvest yield"
 
|- id="Harvest yield"
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|- id="Quest rewards"
 
|- id="Quest rewards"
 
! Quest rewards               
 
! 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% || colspan="6" align="center" style="border-style: none none none none;" | 100%
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| 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% || colspan="6" align="center" | 100%
 
|- id="Raid loot"
 
|- id="Raid loot"
 
! Raid loot                   
 
! 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% || colspan="6" align="center" style="border-style: none none none none;" | 100%
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| 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% || colspan="6" align="center" | 100%
 
|- id="Trade price disadvantage"
 
|- id="Trade price disadvantage"
 
! Trade price disadvantage   
 
! Trade price disadvantage   
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|- id="Turret rearm cost"
 
|- id="Turret rearm cost"
 
! Turret rearm cost           
 
! Turret rearm cost           
| Adjust the cost of rearming turrets. || 1% - 100% || colspan="6" align="center" style="border-style: none none none none;" | 100%
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| Adjust the cost of rearming turrets. || 1% - 100% || 50% || 50% || 75% || 100% || 100% || 100%
 
|- id="Scaria rot chance"
 
|- id="Scaria rot chance"
 
! Scaria rot chance           
 
! Scaria rot chance           
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|- id="Enemy death on downed"
 
|- id="Enemy death on downed"
 
! Enemy death on downed       
 
! Enemy death on downed       
| Adjust the [[Downed#Death on down|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% || 50% || 90% || 100% || 100% || 100% || 100%
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| 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% || 50% || 90% || 100% || 100% || 100% || 100%
 
|-
 
|-
 
|}
 
|}
  
 
=== General ===
 
=== General ===
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
|- id="Colonist mood"
 
|- id="Colonist mood"
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|- id="Friendly fire"
 
|- id="Friendly fire"
 
! Friendly fire                   
 
! 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% || colspan="6" align="center" style="border-style: none none none none;" | 40%
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| 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% || colspan="6" align="center" | 40%
 
|- id="Colonist instant kills"
 
|- id="Colonist instant kills"
 
! Colonist instant kills         
 
! 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% || colspan="6" align="center" style="border-style: none none none none;" | 100%
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| 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% || colspan="6" align="center" | 100%
 
|- id="Map generation ancient threats"
 
|- id="Map generation ancient threats"
 
! Map generation ancient threats  
 
! Map generation ancient threats  
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=== Player tools ===
 
=== Player tools ===
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
|- id="Player can build spike traps"
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|- id="Player can built spike traps"
! Player can build spike traps  
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! Player can built spike traps  
| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan="6" align="center" style="border-style: none none none none;"| {{Check}}
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| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan="6" align="center" | {{Check}}
|- id="Player can build turrets"
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|- id="Player can built turrets"
! Player can build turrets  
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! 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 || colspan="6" align="center" style="border-style: none none none none;"| {{Check}}
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| 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 || colspan="6" align="center" | {{Check}}
|- id="Player can build mortars"
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|- id="Player can built mortars"
! Player can build mortars  
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! Player can built mortars  
| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan="6" align="center" style="border-style: none none none none;"| {{Check}}
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| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan="6" align="center" | {{Check}}
 
|- id="Classic mortars"
 
|- id="Classic mortars"
 
! Classic mortars  
 
! Classic mortars  
 
| Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.
 
| 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:
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With "Classic Mortars", mortars are as they were before 1.3. Namely:{{Check Tag|Skill?|Confirm it disables skill dependent accuracy}}
 
* 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 9 to 13.
 
* Forced miss radius increased from 9 to 13.
 
* [[Steel]] cost of all mortar shells increased by 10.
 
* [[Steel]] cost of all mortar shells increased by 10.
Note that the [[Mortar Miss Radius Multiplier]] still applies with this setting applied.
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| Toggle || colspan="6" align="center" | {{Cross}}
| Toggle || colspan="6" align="center" style="border-style: none none none none;" | {{Cross}}
 
 
|}
 
|}
  
 
=== Adaptation ===
 
=== Adaptation ===
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
|- id="Adaptation growth rate"
 
|- id="Adaptation growth rate"
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|- id="Wealth-independent progress mode"
 
|- id="Wealth-independent progress mode"
 
! Wealth-independent progress mode  
 
! 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 || colspan="6" align="center" style="border-style: none none none none;" | {{Cross}}
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| 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 || colspan="6" align="center" | {{Cross}}
 
|- id="Years until maximum threat"
 
|- id="Years until maximum threat"
 
! Years until maximum threat  
 
! 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 || colspan="6" align="center" style="border-style: none none none none;" | 12
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| 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 || colspan="6" align="center" | 12
 
|}
 
|}
  
 
=== Ideology ===
 
=== Ideology ===
{{Ideology|section=1|No category}}
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{{Ideology|No category}}
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-cenleftter}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
|- id="Low pop conversion boost"
 
|- id="Low pop conversion boost"
 
! Low pop conversion boost  
 
! 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% || colspan="6" align="center" style="border-style: none none none none;" | 300%
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| 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% || colspan="6" align="center" | 300%
 
|}
 
|}
  
 
=== Biotech ===
 
=== Biotech ===
{{Biotech|section=1|No category}}
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{{Biotech|No category}}
{| {{STDT| sortable c_08 text-center}}
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{| {{STDT| sortable c_08 text-left}}
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
! style="width:200px;" | Options !! style="width:750px;" | Description !! style="width:150px;" | Value options !! style="width:150px;" | Peaceful !! style="width:150px;" | Community builder !! style="width:150px;" | Adventure story !! style="width:150px;" | Strive to survive !! style="width:150px;" | Blood and dust !! style="width:150px;" | Losing is fun
 
|- id="Wastepack cocoon infestation"
 
|- id="Wastepack cocoon infestation"
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|- id="Babies always healthy"
 
|- id="Babies always healthy"
 
! Babies always healthy
 
! Babies always healthy
| Human babies are always born healthy.<br>Mothers can't die in childbirth or have miscarriages. || Toggle || colspan="6" align="center" style="border-style: none none none none;" | {{Cross}}
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| Human babies are always born healthy.<br>Mothers can't die in childbirth or have miscarriages. || Toggle || colspan="6" align="center" | {{Cross}}
 
|- id="Disable children"
 
|- id="Disable children"
 
! Disable children
 
! Disable children
| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan="6" align="center" style="border-style: none none none none;" | {{Cross}}
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| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan="6" align="center" | {{Cross}}
|- id="Child enemies"
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|- id="Child raiders"
! Child enemies
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! Child raiders
| Hostile raids will sometimes include children. || Toggle || colspan="6" align="center" style="border-style: none none none none;" | {{Cross}}
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| Hostile raids will sometimes include children. || Toggle || colspan="6" align="center" | {{Cross}}
 
|- id="Child aging rate"
 
|- id="Child aging rate"
 
! Child aging rate
 
! Child aging rate
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan="6" align="center" style="border-style: none none none none;" | 400%
+
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan="6" align="center" | 400%
 
|- id="Adult aging rate"
 
|- id="Adult aging rate"
 
! Adult aging rate
 
! Adult aging rate
| Adjust the rate at which adults will age. || 100% - 600% || colspan="6" align="center" style="border-style: none none none none;" | 100%
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| Adjust the rate at which adults will age. || 100% - 600% || colspan="6" align="center" | 100%
 
|}
 
|}
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 +
=== Commitment mode===
 +
Commitment mode, often refered to as "Permadeath 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.
 +
 +
This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact.
 +
 +
Note that once selected, the only way to disable commitment mode is to [[Permadeath save conversion guide|edit the save file]].
  
 
== Technical info ==
 
== Technical info ==
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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.
* [[Version/1.3.3200|1.3.3200]] - Turret ammo cost is no longer factored by difficulty.
 
* [[Version/1.4.3555|1.4.3555]] - Renamed "child raiders" storyteller setting to "child enemies" to be more accurate. Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game. Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
 
  
 
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[[Category:AI]]
 
[[Category:AI]]

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