Raid points

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Raid Points determine the size of Raids. The minimum Raid Points value is 35. The maximum is 10,000.

Raid Points = (Wealth Points + Colonist Points) * (Difficulty) * (Starting Factor) * (Adaption Factor)

Raid Points are spent by the storyteller to purchase raiders based on Combat Power. See "Raider Page". Raid Points are calculated using a complicated formula based on your colony's wealth, colonist count, threat scale, starting factor, and adaption factor. The two most significant player controlled factors are total colony wealth and total colonist count.

The 10,000 Raid Points limit roughly means the max size raids are about 250 Tribals, 100 Pirates, 67 Scythers, or 25 Centipedes.

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.

Finding 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.

Raid base points.png

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".

WealthPointsChart.png

"Storyteller Wealth" = ("Market Value Items" + "Market Value Pawns" + ( (Market Value of Floors + Buildings) * 0.5 )

"Storyteller Wealth" is linearly interpolated on a graph to create a "Colony Wealth Points".

Points Storyteller Wealth
0 0
0 14,000
2,400 400,000
3,600 700,000
4,200 1,000,000


The game takes your "Storyteller Wealth" and finds the appropriate amount of points from the graph. This process is called "linear interpolation."

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.

Colonist Points

PointsPerColonistChart.png

"Colonist Points" is a points total given based on your Colonist count and Trainable Animals count. This "Colonists Points" is an addition to any points that Colonists and animals give based on their Market Value via "Wealth Points." Only free colonists of your faction on the map tile count. A Prisoner, even one from your faction that you can release back into your colony at anytime, does not count for Colonist Points. Temporary colonists, called "Quest Lodgers", from other factions don't count. Slaves count as full colonists.

Tamed animals that can learn "Attack" count for 8% of their Combat Power. 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 "Colonist Points". Downed animals do not count.

Colonists and animals in cryosleep only count for 30%.

Dead Colonists that still show as unburied colonists do not count.

The game gives each colonist an amount of points based on another predefined arbitrary curve and the "Storyteller Wealth" number. Here's that curve and a graph of that curve:

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. Again, the game uses Linear Interpolation.

The game also looks at a colonist and animal's health in some way. I was unable to notice any affect of Colonist health on Colonist points. The Health can affect the market value of a colonist, which can affect Wealth Points and thus Raid Points. However, I couldn't get Health to affect the "Colonist Point" part of the equation. I removed some colonist arms and legs and the colonist still fully counted. I gave pawns permanent brain scars that kept the pawn unconscious and the pawn still counted fully. I don't know if the health aspect functions.

Threat Scale

"Threat Scale" is based on the Difficulty level chosen. Choosing "Custom" difficulty allows you to choose an exact Threat Scale.

See https://rimworldwiki.com/wiki/AI_Storytellers

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, and time past since the downings are the main things the Adaption Factor considers.

AdaptDaysGrowth.png

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" 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 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 this chart:

Current AdaptDays AdaptDays Added
-30 3
-0.01 3
0 1
59.99 1
60 0.5
119.99 0.5
120 0.25

Wealth Independant Mode