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".

"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".

WealthPointsChart.png
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.

Colonist Points

"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 the player's faction on the map tile count. A Prisoner, even one from the player faction that can be released back into the 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 a chart and the "Storyteller Wealth" number.

PointsPerColonistChart.png
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.

Colonist Points also may consider colonist and animals health in some way. In testing, no affect on Colonist 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 Colonist Points. The Health aspect may not function. Much of the code is provided in this collapsed section.

PLEASE COLLAPSE THE FOLLOWING

num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);

public float SummaryHealthPercent { get { if (this.pawn.Dead) { return 0f; } if (this.dirty) { List<Hediff> hediffs = this.pawn.health.hediffSet.hediffs; float num = 1f; for (int i = 0; i < hediffs.Count; i++) { if (!(hediffs[i] is Hediff_MissingPart)) { float num2 = Mathf.Min(hediffs[i].SummaryHealthPercentImpact, 0.95f); num *= 1f - num2; } } List<Hediff_MissingPart> missingPartsCommonAncestors = this.pawn.health.hediffSet.GetMissingPartsCommonAncestors(); for (int j = 0; j < missingPartsCommonAncestors.Count; j++) { float num3 = Mathf.Min(missingPartsCommonAncestors[j].SummaryHealthPercentImpact, 0.95f); num *= 1f - num3; } this.cachedSummaryHealthPercent = Mathf.Clamp(num, 0.05f, 1f); this.dirty = false; } return this.cachedSummaryHealthPercent; }

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.

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:

AdaptDaysGrowth.png
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 assumes the default choice of "Years until Max Threat: 12" is chosen.

WealthIndependant Mode is still affected Difficulty. The slider that says "Years until maximum threat" is only accurate if "Threat Scale" is at 100%. If the "Threat Scale" is set to 500% and "Years until maximum threat" is set to 12, the actual time is more realistically going to be 12 / 5 = 2.4 Years.

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.

Raid Type Scaling

WORKINPROGRESS

Each type of raid has a scale.

Standard Raids 1.0

Breach Raids 0.5

Drop on Head 0.3