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− | '''Raid Points''' | + | '''Raid Points''' determine the size of [[Raids]]. |
== Summary == | == Summary == | ||
− | Raid Points are spent by the [[storyteller]] to purchase raiders | + | 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. |
− | 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 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. |
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− | Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome. Despite this complexity, the two most significant player | + | Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome. Despite this complexity, the two most significant player controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies. |
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== |
− | + | 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]] | ||
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== 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". | + | 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". |
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− | |"Storyteller Wealth" = (Colony Wealth | + | |"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) |
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− | "Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points". | + | "Storyteller Wealth" is linearly interpolated on a graph to create a "Wealth Points". |
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− | At 14,000 "Storyteller Wealth" | + | At 14,000 "Storyteller Wealth" there are "0 Wealth Points". At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Halfway in between 14,000 and 400,000 is 207,000. At 207,000 wealth, there are 1,200 points, which is the halfway mark between the two defined locations on the graph. |
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− | + | 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. | |
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− | Only | + | ==Pawn points== |
+ | "Pawn Points" is a points total given based on your Colonist count and Trainable [[Animals]] count. This "Pawn Points" is an addition to any points that colonists and animals give based on their Market Value via "Wealth Points." Only free colonists 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 don't count. [[Slaves]]{{IdeologyIcon}} count like 75% of a colonist. | ||
− | + | The game gives each colonist an amount of points based on a chart and the "Storyteller Wealth" number. | |
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− | From 0 to 10,000 "Storyteller Wealth", each | + | 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. |
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− | + | 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. Animal Combat Power is only listed in the XML files and not shown in game. "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. | |
− | + | Colonists and animals in cryptosleep only count for 30%. | |
− | + | Dead Colonists that still show as unburied colonists do not count. | |
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− | + | Pawn Points may consider colonist and animals health in some way. In testing, no effect on Pawn Points was found when various colonist limbs were removed or other health afflictions were added. Pawns unconscious and unable to walk due to brain scars and/or reduced consciousness still appear to count fully towards Pawn Points. | |
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− | + | Code exists to evaluate pawn health for the purpose of Raid Points. The Health aspect may not function. | |
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− | + | ==Difficulty== | |
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− | == 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%. | ||
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− | == 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. | ||
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− | At 10 Days, and earlier, the factor is | + | 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 | + | 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 past 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. |
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− | Slaves and | ||
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. | ||
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The "Adaption Factor" is shared across multiple map tiles. | The "Adaption Factor" is shared across multiple map tiles. | ||
− | + | ==Wealth independent mode== | |
− | + | {{See also|AI_Storytellers#Adaptation{{!}}Adaptation}} | |
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− | == Wealth independent mode == | ||
"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: | ||
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− | 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. |
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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. | ||
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[[Category: Game mechanics]] | [[Category: Game mechanics]] |