Raid points
Raid Points determine the size of Raids.
Summary
Raid Points are spent by the storyteller to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the Raider page. More points to spend mean more enemies that appear.
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 Tribals, 100 Pirates, 66 Scythers, or 25 Centipedes. The Storyteller Randy Random and quests can allow raids to be larger in size.
Raid Points = (Wealth Points + Pawn Points) * (Difficulty) * (Starting Factor) * (Adaption Factor) |
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome. Despite this complexity, the two most significant player controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind wealth management strategies.
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.
Viewing 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.
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".
"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) |
"Storyteller Wealth" is linearly interpolated on a graph to create a "Wealth Points".
Graph | Points | Storyteller Wealth |
---|---|---|
0 | 0 | |
0 | 14,000 | |
2,400 | 400,000 | |
3,600 | 700,000 | |
4,200 | 1,000,000 |
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. Further wealth has no affect on Raid Points.
Pawn points
"Pawn Points" is a points total given based on your Colonist count and Trainable Animals count. This "Pawn Points" is an addition to any points that colonists and animals give based on their Market Value via "Wealth Points." Only free colonists of the player's faction on the map tile count. Prisoners, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points. Temporary colonists, called "Quest Lodgers", from other factions don't count. Slaves count like 75% of a colonist.
The game gives each colonist an amount of points based on a chart and the "Storyteller Wealth" number.
Graph | Points | Storyteller Wealth |
---|---|---|
15 | 0 | |
15 | 10,000 | |
140 | 400,000 | |
200 | 1,000,000 |
From 0 to 10,000 "Storyteller Wealth", each Colonist counts for 15 points. At 400,000 wealth, each colonist counts for 140 points. In between 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.
Tamed animals that can learn "Attack" count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth. 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 "Pawn Points". Downed animals do not count.
Colonists and animals in cryptosleep only count for 30%.
Dead Colonists that still show as unburied colonists do not count.
Pawn Points may consider colonist and animals health in some way. In testing, no effect on Pawn Points was found when various colonist limbs were removed or other health afflictions were added. Pawns unconscious and unable to walk due to brain scars and/or reduced consciousness still appear to count fully towards Pawn Points.
Code exists to evaluate pawn health for the purpose of Raid Points. The Health aspect may not function.
Difficulty
Difficulty is solely the "Threat Scale" number. Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing "Custom" difficulty allows Threat Scale to range from 0% to 500%.
Difficulty | Threat Scale |
---|---|
Peaceful | 0.10 |
Community builder | 0.30 |
Adventure story | 0.60 |
Strive to survive | 1.00 |
Blood and dust | 1.55 |
Losing is fun | 2.20 |
Starting factor
The "Starting Factor" factor means that the start of the game is made easier. After 40 days, there is essentially no "Days Passed" factor because the factor is 1.
The "Days Passed" factor is a defined chart.
Days Passed | Starting Factor |
---|---|
10 | 0.7 |
40 | 1 |
At 10 Days, and earlier, the factor is .7. At 40 Days, and all dates after, the factor is 1.
Adaption factor
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly. Time passed since the deaths of colonists, and time past since the downing of colonists are the major aspects that Adaption Factor considers. Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10". The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries. Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated. In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30". Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
The "Adaption Impact" in the custom Storyteller Settings adjusts how much the game considers the "Adaption Factor". If "Adaption Impact" is set to 0% the "Adaption Factor" is effectively turned off. The Adaption Factor has a maximum range of 0.4 to 1.47. By default "Losing is Fun" has "Adaption Impact" set to 40%. At "40% Adaption Impact" has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.
The "Adaption Growth Rate" in the custom difficulty options controls how fast the "Adaption Factor" grows over time. On "Losing is Fun", the "Adaption Growth Rate" is set to the maximum speed.
The "Adaption Factor" starts at 0.8. The "AdaptDays" starts at 0. There is a grace period of 30 days before the "AdaptDays" can go above 0. Every 12 hours (or 30,000 game ticks), the game checks how many "AdaptDays" to add. The game takes the current "AdaptDays" and looks at the following chart. Each value shown is halved. The halving occurs because the check is done every 12 hours, which means it happens twice a day.
Graph | Current AdaptDays | AdaptDays Added |
---|---|---|
-30 | 3 | |
-0.01 | 3 | |
0 | 1 | |
59.99 | 1 | |
60 | 0.5 | |
119.99 | 0.5 | |
120 | 0.25 |
When a colonist dies an amount of "AdaptDays" are removed based on your population. Here's the Chart:
Population | AdaptDays Removed |
---|---|
0 | 30 |
11 | 30 |
20 | 20 |
When a colonist is downed a different amount of "AdaptDays" are removed based on your population. Here's that chart:
Population | AdaptDays Removed |
---|---|
1 | 8 |
2 | 6 |
3 | 6 |
11 | 5 |
20 | 3.5 |
"Adapt Days" have a minimum value of -60 and a maximum value of 100. "AdaptDays" are taken to a chart to determine "Adaption Factor". Here's that chart:
Current AdaptDays | Adaption Factor |
---|---|
-30 | 0.4 |
0 | 0.8 |
30 | 1 |
60 | 1.2 |
120 | 1.6 |
180 | 2 |
The chart goes beyond the maximum potential "AdaptDays" value. Even though the chart goes up to 180 "AdaptDays" and 2.0 "Adaption Factor", "Adaption Factor" cannot reach that point. At the maximum value of 100 "AdaptDays", the "Adaption Factor" is 1.47.
The "Adaption Factor" is shared across multiple map tiles.
Wealth independant mode
"Wealth Independant" mode is another option in the "custom" section of the "Storyteller Settings". Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
Days Passed | StorytellerWealth |
---|---|
0 | 10,000 |
180 | 180,000 |
720 | 1,000,000 |
1,800 | 2,500,000 |
This chart is for the default choice of "Years until Max Threat: 12". Changing the "Years Until Maximum Threat" slider sets the year that the 1,000,000 wealth value will be assigned. For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned. If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.
The Wealth Independant Mode timer is exclusive to each map tile. Each map tile starts the timer at 0. Changing map tiles will reset the Wealth Independant mode timer.
Version history
- 1.2.2719 - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.
- 1.3.3287 - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.