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{{TOCright}}
 
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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.
  
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.
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Both difficulty and storyteller are changeable mid-game, with no downside or penalty.
 
 
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 ==  
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|}
 
|}
  
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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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 diffiuclties.
 
 
=== 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 ==
 
== 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%
 
|}
 
|}
 +
 +
=== 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.
 
  
 
{{nav|ai}}
 
{{nav|ai}}
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[[Category:AI]]
 
[[Category:AI]]

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