Editing AI Storytellers
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 5: | Line 5: | ||
---- | ---- | ||
<!-- End Nav --> | <!-- End Nav --> | ||
+ | |||
{{TOCright}} | {{TOCright}} | ||
− | 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. |
− | |||
− | |||
− | + | 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. | |
+ | {{clear}} | ||
+ | ==Current AI Storytellers== | ||
− | + | * [[File:Cassandra.png|50px]][[Cassandra Classic]] | |
− | + | * [[File:Phoebe.png|50px]][[Phoebe Chillax]] | |
− | [[File: | ||
− | |||
− | [[File: | + | * [[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 | |
− | |- | + | |- |
− | ! | ||
− | | | ||
− | |||
− | |||
− | | | ||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | + | == Options == | |
− | === | + | === 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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | + | == 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 161: | ||
''Day >= 10, 5 Population (PopulationIntent = 1.0)''<br> | ''Day >= 10, 5 Population (PopulationIntent = 1.0)''<br> | ||
− | |||
− | |||
''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 166: | ||
''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 174: | ||
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 205: | ||
</div> | </div> | ||
</div> | </div> | ||
− | |||
− | |||
== Version history == | == Version history == | ||
Line 342: | Line 211: | ||
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage. | * [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage. | ||
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations | * [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations | ||
− | |||
* The names of the difficulty levels were changed from 1.0 to: | * The names of the difficulty levels were changed from 1.0 to: | ||
** Peaceful | ** Peaceful | ||
Line 350: | Line 218: | ||
** Savage | ** Savage | ||
** Merciless | ** Merciless | ||
− | |||
− | |||
− | |||
* [[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 | ||
Line 361: | Line 226: | ||
** Losing is fun | ** Losing is fun | ||
* [[Version/1.1.2654|1.1.2654]] - "The price of survival is blood" was changed to Blood and Dust. | * [[Version/1.1.2654|1.1.2654]] - "The price of survival is blood" was changed to Blood and Dust. | ||
− | |||
− | |||
− | |||
− | |||
{{nav|ai}} | {{nav|ai}} | ||
[[Category:AI]] | [[Category:AI]] |