Difference between revisions of "Scenario system"

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==Differences between New Tribe and New Arrivals==
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== "New Tribe" vs. "New Arrivals" ==
There are some significant differences with the New Tribe scenario compared to New Arrivals.
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The "Lost Tribe" scenario, often referred to as "Tribal" or "New Tribe" colonies, has some significant differences from the "Crashlanded"/"Rich Explorer"/"Naked Brutality" scenarios, which are often referred to separately and collectively as "Industrial" or "New Arrivals" colonies.  
  
* Tribals begin with a different (lower tech) set of technology already researched as described above.
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* Tribals begin with a different (lower tech) set of technology already researched (as described above).
 
* Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better.
 
* Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better.
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:* Industrial colonies can research Neolithic and Medieval discoveries at no penalty, and suffer a penalty only for "Spacer" tech level research, 200%, same as Tribal.
 
* Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
 
* Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
 
* For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the [[horseshoes pin]] and [[chess table]] that New Arrivals craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally better benefits. Colonies can trade with tribes or outlanders to purchase the respective entertainment items they are unable to craft.
 
* For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the [[horseshoes pin]] and [[chess table]] that New Arrivals craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally better benefits. Colonies can trade with tribes or outlanders to purchase the respective entertainment items they are unable to craft.
* Tribals can craft [[tribal headdress]]es, [[war mask]]s, and [[veil]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks and veils are easy to craft early on and provide a unique increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. New Arrivals will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.
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* Tribals can craft [[tribal headdress]]es and [[war mask]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks are easy to craft early on and provide a greater increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. New Arrivals will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.
* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] other [[Factions#Tribes|tribals]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]]. This relationship is switched for New Arrivals, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.
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* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] other [[Factions#Tribes|tribals]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]].  
* Tribals will all have [[Backstories|backstories]] from the "Tribal" category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}
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:* This relationship is switched for New Arrivals, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.
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* Tribals will all have [[Backstories|backstories]] from the "Tribal" category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}. New arrivals will have more industrial/urban/space-faring backstories, which are unavailable to pawns starting with a Lost Tribe.
  
 
==Scenario editor==
 
==Scenario editor==

Revision as of 02:51, 30 March 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Game Creation Scenario system AI Storytellers World Generation Biomes

Default scenario choosing window, with one custom-set scenario.

The scenario system allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. There are 4 built-in scenarios in the game, one of which is the default experience from versions before A14. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).

Default Scenarios

These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of 'blood machines'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.

Here are the four scenarios listed in order as shown in game:

Crashlanded

Summary: Three crashlanded survivors - the classic RimWorld experience.
Description: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.

Lost Tribe

Summary: Five lost tribespeople attempt to rebuild. Difficult.
Description: Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. Note: Since you'll start poor and research slowly, this is a difficult scenario.

  • Start with five people, chosen from eight
    • They will be a 'New tribe'
    • They have a 50% chance of starting with malnutrition
      • Severity ranges from 20% (minor) to 40% (moderate)
    • They have a 100% chance of having a less satisfied 'food' need
      • Satisfaction is set to 0-10%
    • All potential options will have backstories from the "Tribal" category.
  • Start with 3 random pets
    • Has a 100% chance of being bonded with random colonists
    • Has a 100% chance of being bonded with the starting colonist
  • Start with technology already researched
  • Start with 6 weapons
  • Start with basic supplies
  • Start near basic building materials
    • 500 wood

The Rich Explorer

Summary: One rich explorer out to experience the universe. Extra difficult.
Description: People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game.

Naked Brutality

Summary: Naked, alone and utterly unprepared. Can you survive?
Description: You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?

"New Tribe" vs. "New Arrivals"

The "Lost Tribe" scenario, often referred to as "Tribal" or "New Tribe" colonies, has some significant differences from the "Crashlanded"/"Rich Explorer"/"Naked Brutality" scenarios, which are often referred to separately and collectively as "Industrial" or "New Arrivals" colonies.

  • Tribals begin with a different (lower tech) set of technology already researched (as described above).
  • Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better.
Project tech level Research cost multiplier
Neolithic 100%
Medieval 150%
Industrial 200%
Spacer 200%
  • Industrial colonies can research Neolithic and Medieval discoveries at no penalty, and suffer a penalty only for "Spacer" tech level research, 200%, same as Tribal.
  • Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the Caravan page.
  • For basic recreation, tribals craft the hoopstone ring and Game-of-Ur board, rather than the horseshoes pin and chess table that New Arrivals craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally better benefits. Colonies can trade with tribes or outlanders to purchase the respective entertainment items they are unable to craft.
  • Tribals can craft tribal headdresses and war masks at a crafting spot, headgear that no other scenarios are able to craft. The masks are easy to craft early on and provide a greater increased pain threshold benefit to colonists. New Arrivals will have to trade with tribes or take these items from fallen foes if they wish to obtain them.
  • Tribals have an easier time recruiting other tribals, but a harder time recruiting pirates and outlanders.
  • This relationship is switched for New Arrivals, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.
  • Tribals will all have backstories from the "Tribal" category, meaning they can mediate at the Anima tree Content added by the Royalty DLC. New arrivals will have more industrial/urban/space-faring backstories, which are unavailable to pawns starting with a Lost Tribe.

Scenario editor

Scenario edit mode

The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.

Edit mode

In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.

Mandatory parts

  • Part name Description Possible inputs
    Title The title for the scenario. Text
    Summary A short version of the description for the scenario. Text
    Description The description for the scenario. Text
    Player faction The type of faction you will run. (changes what research you have and don't have) Colony
    Tribe
    Starting people The number of people you will start with. Number (max 10)
    Arrival method How your colonists will arrive. Standing
    Drop pods
  • Voluntary parts

    Part name Description Possible inputs
    Allowed age range The biological age range of your colonists. Number slider (min 15, max 120)
    Characters explode on death Self explanatory. Number (max 1000000000) and type of explosion (bomb or flame)
    Create incident Creating of an incident for the colony, with the option to repeat every X days. Number (max 1000000000)
    Repeat checkbox
    Disable incident Disabling of an incident for the colony. Every incident
    Disallow building Disallows a building from being built. Every building
    Forced health condition Forces the characters specified to have a specific health condition. Type of health condition
    Severity of the condition
    Chance for having the condition
    Who will have the condition
    Forced trait Forces the characters specified to have a specific trait. Trait
    Chance for having the trait
    Who will have the trait
    Game start dialog Text shown at the start of the game Text
    Naked Chance of colonists or planet inhabitants being naked Chance of nudity
    Who will be naked
    Permanent game condition Forces the world to have a constant planetary effect Game condition
    Permanent map condition Forces the map to have the specified map condition permanently on Map condition
    Planetkiller weapon incoming Makes the game end after a specified amount of days Number (max 1000000000)
    Scattered randomly Makes the game scatter the specified items randomly around the map. Item
    Number (max 100000000000)
    Set need level Sets the starting level of need until the characters can restore themselves. Need
    Severity of need
    Chance
    Who the need is applied to
    Start near Makes the game spawn the specified items near your starting location. Item
    Number (max 100000000000)
    Start with Makes the game drop the specified items to your starting location. Item
    Number (max 100000000000)
    Start with animal(s) Makes the game start you with the specified animals as pets. Number (max 100000000000)
    Animal
    Start with research Makes the game start you with the specified research. Research
    Stat multiplier The multiplier for Stats Number (max 10000)

    These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.

    Version history

    • 0.12.906 - Colonies now start with a pet.
    • ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.