Difference between revisions of "Raid points"

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(→‎Wealth Points: added incomplete table)
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At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points.  Usually, a player at 1 million "Storyteller Wealth" or higher will be at the raid cap.  There may be scenarios where that is not true.  Once you hit 1 million "Storyteller wealth" there is no point in managing wealth.  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.  Usually, a player at 1 million "Storyteller Wealth" or higher will be at the raid cap.  There may be scenarios where that is not true.  Once you hit 1 million "Storyteller wealth" there is no point in managing wealth.  Further wealth has no affect on Raid Points.
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{| class="wikitable"
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|-
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!Points || Storyteller Wealth
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|-
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| style="text-align:right" | 0 || style="text-align:right" | 0
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|-
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| style="text-align:right" | 0 || style="text-align:right" | 14,000
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|}
  
 
=Colonist Points=
 
=Colonist Points=

Revision as of 16:13, 27 August 2021

Raid Points determine the size, not frequency, of Raids. The minimum Raid Points value is 35. The maximum is 10,000.

Raid Points = (Wealth Points + Colonist Points) * (Difficulty) * (Starting Factor) * (Adaption Factor)

Raid Points are spent by the storyteller to purchase raiders based on Combat Power. See "Raider Page". Raid Points are calculated using a complicated formula based on your colony's wealth, colonist count, threat scale, starting factor, and adaption factor. The two most significant player controlled factors are total colony wealth and total colonist count.

The 10,000 Raid Points limit roughly means the max size raids are about 250 Tribals, 100 Pirates, 67 Scythers, or 25 Centipedes.

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.

Finding 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.

Raid base points.png

Wealth Points

A player can view their Wealth by hitting the History Tab (Book button) and going to the "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".

WealthPointsChart.png

"Storyteller Wealth" = ("Market Value Items" + "Market Value Pawns" + ( (Market Value of Floors + Buildings) * 0.5 )

"Storyteller Wealth" is linearly interpolated on a graph to create a "Colony Wealth Points".

The game takes your "Storyteller Wealth" and finds the appropriate amount of points from the graph. In mathematics, and in the game's code, this process is called "linear interpolation." You don't have to remember that nor learn how it works.

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.

At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Usually, a player at 1 million "Storyteller Wealth" or higher will be at the raid cap. There may be scenarios where that is not true. Once you hit 1 million "Storyteller wealth" there is no point in managing wealth. Further wealth has no affect on Raid Points.

Points Storyteller Wealth
0 0
0 14,000

Colonist Points

"Colonist Points" is a points total given based on your Colonist count and Trainable Animals count. This "Colonists Points" is an addition to any points that Colonists and animals give based on their Market Value via "Wealth Points." Only free colonists of your faction on the map tile count. A Prisoner, even one from your faction that you can release back into your colony at anytime, does not count for Colonist Points. Temporary colonists, called "Quest Lodgers", from other factions don't count. Slaves count as full colonists.

Tamed animals that can learn "Attack" count for 8% of their Combat Power. 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 "Colonist Points". Downed animals do not count.

Colonists and animals in cryosleep only count for 30%.

Dead Colonists that still show as unburied colonists do not count.

The game gives each colonist an amount of points based on another predefined arbitrary curve and the "Storyteller Wealth" number. Here's that curve and a graph of that curve:

EDIT THIS

15 0 15 10000 140 400000 200 1000000

CHART

From 0 to 10,000 "Storyteller Wealth", each Colonist counts for 15 points. At 400,000 wealth, each colonist counts for 140 points. Again, the game uses Linear Interpolation.

The game also looks at a colonist and animal's health in some way. I was unable to notice any affect of Colonist health on Colonist points. The Health can affect the market value of a colonist, which can affect Wealth Points and thus Raid Points. However, I couldn't get Health to affect the "Colonist Point" part of the equation. I removed some colonist arms and legs and the colonist still fully counted. I gave pawns permanent brain scars that kept the pawn unconscious and the pawn still counted fully. I don't know if the health aspect functions.

Threat Scale

"Threat Scale" is based on the Difficulty level chosen. Choosing "Custom" difficulty allows you to choose an exact Threat Scale.

Starting Factor

Adaption Factor

"Adaption Factor" is largely based on how long it has been since a colonist has last been downed and/or died.

"Time Scale"

This information is taken from the Development Code "Base Points" calculation. Please update if the storyteller section uses a different method to calculate.


PointsPerWealthCurve (0f, 0f) (14000f, 0f) (400000f, 2400f) (700000f, 3600f) (1000000f, 4200f)

PointsPerColonistByWealthCurve (0f, 15f) (10000f, 15f) (400000f, 140f) (1000000f, 200f)