Difference between revisions of "AI Storytellers"
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− | The '''AI Storyteller''' creates events like pirate raids, resource drops, or animal attacks. Their choices will affect the story of your colony. | + | 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. |
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. | 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. |
Revision as of 08:55, 13 September 2016
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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.
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. Difficulty is selected separately from the Storyteller but both are changeable mid-game.
Current AI Storytellers
Cassandra Classic
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Cassandra Classic
Cassandra creates story events on a steadily-increasing curve of challenge and tension.
Base Stats
- Type
- AI Storytellers
Cassandra Classic is the default storyteller. In the beginning, Cassandra will always send a single mad animal, followed by a single raider. The single raider will appear on Day 5 hour 15 unless a different minor event appears at that exact time. In that case, the single raider will appear the following day. Challenges remain consistent, ramping up in difficulty as you progress, but with breaks every 1-2 raids.
Analysis
Many players find Cassandra to be more difficult than Randy, since her raids are consistent and more frequent (on average). While Randy is often quiet for months or even years at a time, Cassandra is forced to send major threats on a semi-regular basis. At the same time, players can take advantage of her hardcoded breaks. When playing with Randy, a raid can happen at any time, so players can never be 100% secure.
In addition, Randy could send multiple 1.5x size raids back-to-back, potentially creating situations that are harder than what Cassandra can possibly dish out.
Code specifics
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases. |
Major Threats
Cassandra's cycle begins on day 11. Cassandra begins in her 4.6 day "On" phase. During the "On" phase, there is a 50-50 chance either 1 or 2 major threats will be sent. There will be at least 1.9 days between major threats. Cassandra alternates between 4.6 day "On" phases and 6 day "Off" phases. The dates of these phases are always the same. Cassandra always begins the first "On" phase on day 11 and the first "Off" phase begins on day 15.6. Rimworld days begin at hour 6. Day 15.6 is on day 15 hour 20.
Cassandra averages about 8.5 major threats sent per Rimworld year.
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.
On Cycle Start | On Cycle End |
---|---|
11 | 15.6 |
21.6 | 26.2 |
32.2 | 36.8 |
42.8 | 47.4 |
53.4 | 58 |
Previous +10.6 | Previous +10.6 |
<minDaysPassed>11.0</minDaysPassed> <onDays>4.6</onDays> <offDays>6.0</offDays> <minSpacingDays>1.9</minSpacingDays> <numIncidentsRange>1~2</numIncidentsRange>
Misc. Events
<mtbDays>4.8</mtbDays>
Phoebe Chillax
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Phoebe Chillax
Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.
Base Stats
- Type
- AI Storytellers
Phoebe Chillax, is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.
Analysis
While Phoebe will "hit as hard as anyone," Cassandra is objectively a more difficult storyteller - she sends more threats more often. For comparison, Phoebe can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. What this description means is that a large raid at Losing is Fun won't be any easier just because you picked a different storyteller. It's also possible to overestimate yourself, and be hit by a large raid you weren't prepared for.
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).
Code specifics
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases. |
Major Threats
Phoebe's cycle begins on day 13 in her 8 day "On" phase. During the "On" phase there is always 1 major threat sent. Phoebe alternates between 8 day "On" phases and 8 day "Off" phases. The dates of these phases are always the same. Phoebe always begins the first "On" phase on day 13 and the first "Off" phase begins on day 21. Rimworld days begin at hour 6.
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.
On Cycle Start | On Cycle End |
---|---|
13 | 21 |
29 | 37 |
45 | 53 |
61 | 69 |
77 | 85 |
Previous +16 | Previous +16 |
<minDaysPassed>13.0</minDaysPassed> <onDays>8</onDays> <offDays>8</offDays> <numIncidentsRange>1~1</numIncidentsRange>
Misc. Events
<mtbDays>4.8</mtbDays>
Randy Random
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Randy Random
Randy doesn't follow rules. 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.
Base Stats
- Type
- AI Storytellers
Randy Random, is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his Raid Points by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.
In the long-term, Randy will average about as many threats sent as Cassandra.
Code specifics
Randy fires events at an average of 1.35 a day. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism.
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.
<minDaysPassed>1</minDaysPassed> <maxThreatBigIntervalDays>13</maxThreatBigIntervalDays> <mtbDays>1.35</mtbDays> <categoryWeights> <Misc>3.5</Misc> <ThreatBig>1.4</ThreatBig> <OrbitalVisitor>1.1</OrbitalVisitor> <FactionArrival>2.4</FactionArrival> <ThreatSmall>0.6</ThreatSmall> <ShipChunkDrop>0.22</ShipChunkDrop> </categoryWeights>
<randomPointsFactorRange>0.5~1.5</randomPointsFactorRange>
Challenge Scale
When the storyteller sends threats after you, they will be a set percentage as large as in Challenge mode (the default difficulty).
Toxic fallout, flashstorm, and volcanic winter are now disabled in Free Play difficulty.
Name | Threat scale | Colonist mood bonus | Base sell price multiplier | Crop yield multiplier | Disease interval multiplier | Enemy reproduction rate factor |
---|---|---|---|---|---|---|
Free Play | 0.05 | +18 | 0.70 | 1.3 | 3 | 0.1 |
Basebuilder | 0.35 | +8 | 0.60 | 1.2 | 1.5 | 0.4 |
Rough | 0.65 | +3 | 0.55 | 1.0 | 1.0 | 1.0 |
Challenge | 1.00 | +0 | 0.55 | 1.0 | 1.0 | 1.0 |
Extreme | 1.30 | -5 | 0.40 | 0.9 | 0.9 | 1.0 |
Earlier Challenge Scale Naming
Name | Difficulty |
---|---|
Builder Mode | 5% |
Casual | 25% |
Rough | 60% |
Challenge | 100% |
Serious Challenge | 130% |
Extreme Challenge | 160% |