Tame Animal Chance

From RimWorld Wiki
Revision as of 03:46, 17 July 2024 by Arcangelus (talk | contribs) (Added extra factors, table, and formula. Changed example to follow new formula. Partial in-game testing; I ran out of time before fully testing it.)
Jump to navigation Jump to search

Tame Animal Chance is a stat: The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness.

Failed tame attempt can induce animal attacks, especially for more vicious animals. Its default value is 100%.

Factors

  • Animals: 4% plus 3% per skill level.
  • Animal's Minimum Handling: This reduces the effective Animals Skill by the given amount. Akin to −3% per level.[1]
  • Manipulation: 50% importance, 20% allowed defect. 100% limit
  • Talking: 90% importance, 20% allowed defect. 100% limit
  • Hearing: 30% importance, 5% allowed defect. 100% limit
  • Animal Connection preceptContent added by the Ideology DLC duplicates the chance.
  • Animal's Wildness: A value between 0% to 100%. At 0%, taming chance get doubled, while at 100% it becomes impossible. It has no effect at 50%.[2]
    • Despite being human, wildman have 75% Wildness.

While not directly related to this stat, some other relevant factors for the actual tame chance are:

  • If the animal is venerated by the tamer's ideoligionContent added by the Ideology DLC, the chance get doubled.
  • If the tamer is bonded with the animal to be tamed, the chance is multiplied by 4.
  • If the pawn to be tamed is imprisoned, the chance is multiplied by 0.6 (A −40% loss of the final value)

Do note that a pawn with Inspired taming will always be successful as long as it meets the Minimum Handling requirement.

Formula

The formula proper is:
Tame chance = (Animals - Minimum Handling ) * 2 * (1 - wildness) * Manipulation Offset * Talking Offset * Hearing Offset
"X" Offset = Min( 1; ( ( 1 - X importance ) + X importance * X efficiency / (1 - X Allowed Defect) ) )

Replacing values for Manipulation, Talking, and Hearing results on the following expressions:

Manipulation Offset = Min( 1; ( 0.5 + 5/8 * Manipulation ) )
Talking Offset = Min( 1; ( 0.1 + 9/8 * Talking ) )
Hearing Offset = Min( 1; ( 0.7 + 6/19 * Hearing ) )

Additionally, let's define Effective Animals Skill as the difference between the pawn animals skill and the minimum handling needed by the animal that is being tamed. If this number is negative, then the pawn can't attempt to tame this animal.

Effective Animal Skill = Pawn Animals Skill - Minimum Handling Skill

With all of the above, the final formula is:
Tame chance = ( 0.04 + 0.03 * Effective Animal Skill) * 2 * (1 - wildness) * Min( 1; ( 0.5 + 5/8 * Manipulation ) ) * Min( 1; ( 0.1 + 9/8 * Talking ) ) * Min( 1; ( 0.7 + 6/19 * Hearing ) )

For the case that Manipulation is above 80%, Hearing above 80%, and Talking above 95%, the formula can be reduced to:

Tame chance = ( 0.04 + 0.03 * Effective Animal Skill ) * 2 * (1 - wildness)

Do note that additional factors mentioned above would apply over this calculated value to obtain the final tame chance.


Example:

A tamer with 13 handling skill has a [4% base] + [3% * 13] = 42% base taming chance. If said pawn attempts to tame a Timber wolf, Minimum Handling of 8, the effective animal skill get reduced to 5, granting a [4% base] + [3% * 5] = 19% taming chance. This value gets further reduced by the 85% wildness of the timber wolf, resulting in a 19% * ( 1 - 85% wildness ) = 2.85% taming chance.
If additionally, this pawn suffers from Hearing loss on either ear, the taming chance would be 19% * ( 1 - 0.85) * (0.7 + 6/19 * 0.875) = 1.4875% .


The table below shows the uncapped chance[3] for all vanilla combinations of wildness and Effective Animals skill, or EAS for short. All values assume Manipulation, Hearing, and Talking values high enough to not alter Tame chance. Do note that not all results are possible in normal gameplay; Minimum Handling is decided by the wildeness of the animal in question, removing some combinations.

Tame chance table
EAS Base
chance
Wildness EAS
0% 20% 25% 30% 35% 40% 45% 50% 55% 60% 75% 80% 85% 90% 95% 97% 98.5%
0 4.00% 8.00% 6.40% 6.00% 5.60% 5.20% 4.80% 4.40% 4.00% 3.60% 3.20% 2.00% 1.60% 1.20% 0.80% 0.40% 0.24% 0.12% 0
1 7.00% 14.00% 11.20% 10.50% 9.80% 9.10% 8.40% 7.70% 7.00% 6.30% 5.60% 3.50% 2.80% 2.10% 1.40% 0.70% 0.42% 0.21% 1
2 10.00% 20.00% 16.00% 15.00% 14.00% 13.00% 12.00% 11.00% 10.00% 9.00% 8.00% 5.00% 4.00% 3.00% 2.00% 1.00% 0.60% 0.30% 2
3 13.00% 26.00% 20.80% 19.50% 18.20% 16.90% 15.60% 14.30% 13.00% 11.70% 10.40% 6.50% 5.20% 3.90% 2.60% 1.30% 0.78% 0.39% 3
4 16.00% 32.00% 25.60% 24.00% 22.40% 20.80% 19.20% 17.60% 16.00% 14.40% 12.80% 8.00% 6.40% 4.80% 3.20% 1.60% 0.96% 0.48% 4
5 19.00% 38.00% 30.40% 28.50% 26.60% 24.70% 22.80% 20.90% 19.00% 17.10% 15.20% 9.50% 7.60% 5.70% 3.80% 1.90% 1.14% 0.57% 5
6 22.00% 44.00% 35.20% 33.00% 30.80% 28.60% 26.40% 24.20% 22.00% 19.80% 17.60% 11.00% 8.80% 6.60% 4.40% 2.20% 1.32% 0.66% 6
7 25.00% 50.00% 40.00% 37.50% 35.00% 32.50% 30.00% 27.50% 25.00% 22.50% 20.00% 12.50% 10.00% 7.50% 5.00% 2.50% 1.50% 0.75% 7
8 28.00% 56.00% 44.80% 42.00% 39.20% 36.40% 33.60% 30.80% 28.00% 25.20% 22.40% 14.00% 11.20% 8.40% 5.60% 2.80% 1.68% 0.84% 8
9 31.00% 62.00% 49.60% 46.50% 43.40% 40.30% 37.20% 34.10% 31.00% 27.90% 24.80% 15.50% 12.40% 9.30% 6.20% 3.10% 1.86% 0.93% 9
10 34.00% 68.00% 54.40% 51.00% 47.60% 44.20% 40.80% 37.40% 34.00% 30.60% 27.20% 17.00% 13.60% 10.20% 6.80% 3.40% 2.04% 1.02% 10
11 37.00% 74.00% 59.20% 55.50% 51.80% 48.10% 44.40% 40.70% 37.00% 33.30% 29.60% 18.50% 14.80% 11.10% 7.40% 3.70% 2.22% 1.11% 11
12 40.00% 80.00% 64.00% 60.00% 56.00% 52.00% 48.00% 44.00% 40.00% 36.00% 32.00% 20.00% 16.00% 12.00% 8.00% 4.00% 2.40% 1.20% 12
13 43.00% 86.00% 68.80% 64.50% 60.20% 55.90% 51.60% 47.30% 43.00% 38.70% 34.40% 21.50% 17.20% 12.90% 8.60% 4.30% 2.58% 1.29% 13
14 46.00% 92.00% 73.60% 69.00% 64.40% 59.80% 55.20% 50.60% 46.00% 41.40% 36.80% 23.00% 18.40% 13.80% 9.20% 4.60% 2.76% 1.38% 14
15 49.00% 98.00% 78.40% 73.50% 68.60% 63.70% 58.80% 53.90% 49.00% 44.10% 39.20% 24.50% 19.60% 14.70% 9.80% 4.90% 2.94% 1.47% 15
16 52.00% 104.00% 83.20% 78.00% 72.80% 67.60% 62.40% 57.20% 52.00% 46.80% 41.60% 26.00% 20.80% 15.60% 10.40% 5.20% 3.12% 1.56% 16
17 55.00% 110.00% 88.00% 82.50% 77.00% 71.50% 66.00% 60.50% 55.00% 49.50% 44.00% 27.50% 22.00% 16.50% 11.00% 5.50% 3.30% 1.65% 17
18 58.00% 116.00% 92.80% 87.00% 81.20% 75.40% 69.60% 63.80% 58.00% 52.20% 46.40% 29.00% 23.20% 17.40% 11.60% 5.80% 3.48% 1.74% 18
19 61.00% 122.00% 97.60% 91.50% 85.40% 79.30% 73.20% 67.10% 61.00% 54.90% 48.80% 30.50% 24.40% 18.30% 12.20% 6.10% 3.66% 1.83% 19
20 64.00% 128.00% 102.40% 96.00% 89.60% 83.20% 76.80% 70.40% 64.00% 57.60% 51.20% 32.00% 25.60% 19.20% 12.80% 6.40% 3.84% 1.92% 20


Notes

  1. While this is derived from the Wildness stat, it is easier to considered its own stat for calculation purposes.
  2. The effects of wildness are obtained from a post-processing curve (also called simple curve) on the function TameChanceFactorCurve_Wildness with the points (1,0);(0.5,1);(0,2). While the formula 2 * (1 - wildness) replicates the effects, the difference is that this factor can't go above 2 nor below 0.
  3. The tame chance obtained by the formula above is capped between 1% and 100% before the wildness/imprison/bonded/venerated factors are applied. The final value used on the evaluation has no such restriction, with chances > 100% always successful and below 0% always failures. This is only relevant if Manipulation/Talking/Hearing lower the tame chance below 1% or if the precept Animal Connection increases the base chance above 100%