Difference between revisions of "Quests"
PigeonGuru (talk | contribs) |
PigeonGuru (talk | contribs) m |
||
Line 145: | Line 145: | ||
You can also expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. | You can also expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. | ||
+ | {{nav/guides}} | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 12:32, 16 January 2018
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
World quests are a new class of incidents that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.
Bandit camp opportunity
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.
Prisoner rescue opportunity
Similar to bandit camps except a prisoner is held inside that joins your colony once rescued, and the camp only lasts a certain amount of time.
Caravan request
A nearby faction base requests a delivery of a specific item and will give payment after delivery is complete. You will need to gather up those resources and deliver them before the time limit is up.
Item quality
Currently the base doesn't give two hoots about the quality and durability of the item you're going to give them, so you can choose to make or find some lower-quality items to give them. They will still pay you the full amount even if you bring items of Awful quality at 1% health.
Similarly, there isn't much point in going the extra mile to make quality items since they won't pay any extra for those. Save them for yourself.
Food delivery
When selecting what to bring for a caravan, always select the food that will be eaten first, before selecting the food items that need to be delivered. This helps you to see if colonists or animals have enough food to last the entire trip without digging into your delivery package.
Item stash opportunity
The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.
Retrieval team
Your retrieval team should include fighters as there may be danger near the item stash, if threats are either present or unknown.
Peace talks opportunity
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.
Bringing along prisoners to release has no effect on the outcome.
Outcome chances
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
- At 0% power, the bad outcome factor is 4.
- At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
- At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
The new weight of each outcome is calculated afterwards.
- Triumph = 0.1 * ( 1 / Bad Outcome Factor)
- Success = 0.55 * ( 1 / Bad Outcome Factor)
- Flounder = 0.2
- Backfire = 0.1 * Bad Outcome Factor
- Disaster = 0.05 * Bad Outcome Factor
The sum total of the new weights is then calculated.
Finally, the probability of each outcome is calculated:
Probability of each outcome = New Weight ÷ Sum Total of Weights
Example
Take a level 15 Social negotiator as an example:
- The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
- The new weight of each outcome, to 3 d.p.:
- Triumph = 0.1 * ( 1 / 0.7) = 0.143
- Success = 0.55 * ( 1 / 0.7) = 0.786
- Flounder = 0.2
- Backfire = 0.1 * 0.7 = 0.07
- Disaster = 0.05 * 0.7 = 0.035
- The sum total of new weights is calculated:
- 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
- Finally, the probability of each event, to 2 d.p.:
- Triumph = 0.143 / 1.234 = 11.58%
- Success = 0.786 / 1.234 = 63.69%
- Flounder = 0.2 / 1.234 = 16.21%
- Backfire = 0.07 / 1.234 = 5.67%
- Disaster = 0.035 / 1.234 = 2.84%
Precious minerals found
Similar to the item stash quest, except a lump of ore is spawned that requires mining, and never expires.
Retrieval team
Your team must include miners so that they can extract the minerals from the lump of ore. Since the presence of threats is not detected, it's best that your miners are capable of combat for self-defense.
Very often you will need animals to help carry the mined minerals. Drop-podding them is possible, but not recommended.
Journey offer
Unlike most other world quests, this is played out on a map with a size similar to that of your bases. In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger.
Setting off
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.
To bring as much food as possible, make pemmican, as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring packaged survival meals as well as these last indefinitely.
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for years. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring muffalo with you. Muffalo will not use up your precious food supplies, but can slow down your caravan due to their slower speeds.
A single muffalo can bring 4083 pemmican (enough for 127.6 days for a lone colonist, though it will rot before all is consumed) or 183 packaged survival meals (86.9 days for a lone colonist).
Alternatively, you can bring the alpaca. They carry half the amount of muffalos, but are slightly faster (3.80 c/s vs muffaloes' 3.60) and also graze.
Trading for supplies
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supples as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.
Carrying lots of high-value items will attract pirates so be well-guarded.
Base hopping
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.
Settling down
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days assuming you don't use cheese tactics (see below).
Base building
After settling down, you should at least build some simple structures for your colonists to live in and wait out the activation time.
You should get a barracks or dormitory, as well as a common room (dining + rec room). A simple warehouse and freezer may also be useful, but is not essential to survival.
Defenses
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials.
Ship reconstruction
By deconstruction and rebuilding the ship reactor in the middle of the ship, you can completely skip the wait time and take off. This requires you have already completed the relevant research.
You can also expand the ship by adding additional cryptosleep caskets for colonists to hibernate in.