Difference between revisions of "Scenario system"
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** They have a 100% chance of having a less satisfied 'food' [[needs|need]] | ** They have a 100% chance of having a less satisfied 'food' [[needs|need]] | ||
*** Satisfaction is set to 0-10% | *** Satisfaction is set to 0-10% | ||
+ | ** All potential options will have [[Backstories|backstories]] from the "Tribal" category. | ||
* Start with 3 random pets | * Start with 3 random pets | ||
** Has a 100% chance of being bonded with random colonists | ** Has a 100% chance of being bonded with random colonists |
Revision as of 06:22, 28 March 2021
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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.
- Start with three people, chosen from eight
- They will be 'New arrivals'
- Arrive in drop pods
- 50% chance of having cryptosleep sickness (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours)
- All potential options will have backstories from the "Offworld" category.
- Start with one random pet
- Has a 100% chance of being bonded with a random colonist
- Start with technology already researched
- Start with three weapons
- Start with three pieces of armor (in addition to clothes)
- 1 plasteel flak helmet
- 1 flak pants
- 1 flak vest
- Start with basic supplies
- 800 silver
- 50 packaged survival meals (around 6.25 days worth of food; 44 in earlier versions)
- 30 components
- 30 medicine
- Start near basic building materials
- Various resources scattered around the map
- 3 ship chunks
- 720 steel
- 7 packaged survival meals
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
- 2 short bows
- 1 bundle of pila
- 1 wooden club
- 1 steel ikwa
- 1 Jade knife (unique item to this scenario only)
- Start with basic supplies
- 200 silver
- 400 pemmican (slightly more than one day's worth of food, 300 pre-Beta 19)
- 20 herbal medicine
- 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.
- Start with one person, chosen from eight
- They will be 'New arrivals'
- Arrive in drop pods
- Start with one random pet
- Has a 100% chance of being bonded with the starting colonist
- Start with technology already researched
- Start with a high-tech weapon
- Start with advanced supplies
- 2,000 silver
- 40 packaged survival meals (around 20 days worth of food)
- 30 components
- 30 glitterworld medicine
- 30 gold
- Start near basic building materials
- 450 steel
- 300 wood
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?
- Start with one person, chosen from eight
- They will be 'New Arrivals'
- Start with no items (except for 1 to 2 metal slag chunks from the drop pod)
- Colonist arrives naked
- Start with technology already researched
Differences between New Tribe and New Arrivals
There are some significant differences with the New Tribe scenario compared to New Arrivals.
- 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% |
- 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, war masks, and war veils 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 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.
Scenario editor
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.