RimWorld

RimWorld

Jet Jan 25, 2017 @ 1:58am
Max Population?
1. Ive heard its about 13, but does this limit apply across all colonies? So can I have 13 per colony, or If I have the 5 maxed out colonies settled am I gonna have an average of only 2 colonists per colony?

2, Does current population affect fertility of colonists? (Im assuming colonists can give birth the same way animals can? I hope im not wrong on this).

3. I once captured a tribal from a faction i have a feud with and the recruitment difficulty was 95%, but I only have 8 colonists, thats 4 for 2 colonies. Could this be related to my second point or based on faction relations?
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Sithis Jan 25, 2017 @ 2:51am 
Originally posted by Jet:
1. Ive heard its about 13, but does this limit apply across all colonies? So can I have 13 per colony, or If I have the 5 maxed out colonies settled am I gonna have an average of only 2 colonists per colony?

2, Does current population affect fertility of colonists? (Im assuming colonists can give birth the same way animals can? I hope im not wrong on this).

3. I once captured a tribal from a faction i have a feud with and the recruitment difficulty was 95%, but I only have 8 colonists, thats 4 for 2 colonies. Could this be related to my second point or based on faction relations?
  1. The "limits" actually only affect the chances to persuade a captive, to incapacitate the enemy rather than to kill him, and to have any event that gives you a free colonist (such as a random person deciding he should help your outpost out). The caps are 8 as soft (getting more colonists becomes a bit harder), 13 as max (getting more colonists is much harder, no random events that give you more), and 25 as cap (originally, you can't get more than that outside of exploits/cheating). Now, this amount is factored in by the AI before any event is fired, and if I'm not mistaken, only accounts for the pawns on the currently open colony.
  2. Population does not affect fertility because colonists are unable to actually breed (and if you use a devmenu command "give birth" on any colonist, it'll produce a perfectly functional adult with the age of 0 minutes).
  3. Recruitment dificulty is mostly based on his mood and opinion of your pawns. If you want to recruit them easier, you'd have to create better-looking cells, feed them better food, treat their wounds and have warden talk to them a lot to keep them in a good mood. As far as I know, the max and extreme caps for population make recruitment harder, but again, these only affect your current colony. Still, I might be wrong in that regard.

    There was a mod up on the Workshop that doubled all three caps for every default AI.
Grishnerf Jan 25, 2017 @ 3:42am 
sithis has evreything right except the colonist caps.
min 4, max 13 and critical is 18 for cassandra/phoebe.
randy random is 4,13,50 for critical.

above max cap you wont get any wanderer joins, crashpods, fleeing colonists etc...
above critical cap nearly all raiders will die and cant be captured, but still you can capture some with luck and still recruit them with 99% difficulty.
so there is no real hardcap. you can have 40+ colonists. but thats a long journey to go in vanilla.
but it is possible.

and every colony acts on their own.
that means your wealth /threat level.

would be too unbalanced if new bases would have the same threat level as your main base.
it would not be possible to build anything if you get raided by 50 tribals in the first night.
Last edited by Grishnerf; Jan 25, 2017 @ 3:45am
Sithis Jan 25, 2017 @ 4:28am 
Originally posted by GRISH.NERF:
sithis has evreything right except the colonist caps.
min 4, max 13 and critical is 18 for cassandra/phoebe.
randy random is 4,13,50 for critical.

above max cap you wont get any wanderer joins, crashpods, fleeing colonists etc...
above critical cap nearly all raiders will die and cant be captured, but still you can capture some with luck and still recruit them with 99% difficulty.
so there is no real hardcap. you can have 40+ colonists. but thats a long journey to go in vanilla.
but it is possible.

and every colony acts on their own.
that means your wealth /threat level.

would be too unbalanced if new bases would have the same threat level as your main base.
it would not be possible to build anything if you get raided by 50 tribals in the first night.
Oh, yeah, sorry. With caps numbers, I'm going by the ones from, what, [A11] or even earlier. ^_^

But yeah, actually, there's one way to abuse it: just have two outposts - a "hiring point" that has everything you need for it to be self-sufficient and have three colonists there, and a main base where you ship every person you find at the "hiring post".

Also, some AI start really flreaking out once you hit over extreme cap. All but Randy Random, I'd say, as your PC would start freaking out earlier. ;P
Last edited by Sithis; Jan 25, 2017 @ 5:06am
Grishnerf Jan 25, 2017 @ 4:51am 
yeah i really hope for some improvement boosts.
lag is the only reason i abandon my bases and start new.
always the damned 6th-7th year.
and thats only with 1 base.
imagine multiple bases with 40 colonists each. not possible atm.
Lawlzer Jan 25, 2017 @ 6:33am 
It's possible, called a NASA computer, lol.
Pathing is the main lag-creator, so create a smaller map (I play on smallest since my PC is ♥♥♥♥♥♥♥)
Sithis Jan 25, 2017 @ 6:36am 
Originally posted by TB Lawlzer AFK:
It's possible, called a NASA computer, lol.
Pathing is the main lag-creator, so create a smaller map (I play on smallest since my PC is ♥♥♥♥♥♥♥)
Yeah, considering that's one of the harder tasks (weighted graphs aren't known for being easily solved), it's also the bane of Dwarf Fortress' 200-dwarf maps.
Jet Jan 25, 2017 @ 6:56am 
Thats a good idea sithis, i was hoping something like that would work. Ill try not to go above the 13 max per colony. So if everything works out well, a total of 65 colonists across 5 colonies.

Also i know the rim is dangerous but I hope the dev adds more features like having kids. Maybe a mod will tide me over.
Sithis Jan 25, 2017 @ 7:02am 
Originally posted by Jet:
Thats a good idea sithis, i was hoping something like that would work. Ill try not to go above the 13 max per colony. So if everything works out well, a total of 65 colonists across 5 colonies.

Also i know the rim is dangerous but I hope the dev adds more features like having kids. Maybe a mod will tide me over.
Reminder: the game keeps the colonies fully simulated while you're not watching, so be careful to not get more people than you can comfortably manage.
Jet Jan 25, 2017 @ 9:37am 
Hm true true. Ill aim for half of that for a start then
Grishnerf Jan 25, 2017 @ 11:34am 
Originally posted by TB Lawlzer AFK:
It's possible, called a NASA computer, lol.
Pathing is the main lag-creator, so create a smaller map (I play on smallest since my PC is ♥♥♥♥♥♥♥)

it has less to do with the pc, more with how the game is coded at the moment.
even on small maps it will begin to lag, i tried everything. ;/
thats the reason i play on the largest maps, cause after 6-7 ingame years and 40+ colonists it just stutters, doesnt matter the mapsize. so why stay small then i asked myself if it is the same endresult?
(it is still playable but all pawns are porting around, if you know what i mean and most the time i just take the chance and start anew.)

i somehow think the lag is created by the generations of worldpanws and/or animals.
if you have hauling dogs that go 7 generations back with 100 cousins 2nd grade etc...
or have 10+ enemy factions, they all get calculated somehow, the longer the game the more to calculate. but it is just my assumption. but something has to be causing the lag after 5-6-7 years. before that it is even fine with 40 colonists. but after a certain point my pc cant catch up with that and all panws begin to port. [note: the game doesnt get slower, the panws just port around to compenaste the fps loss.]

but yeah gieF me that nasa pc!1
Last edited by Grishnerf; Jan 25, 2017 @ 11:38am
Lawlzer Jan 25, 2017 @ 11:56am 
Originally posted by GRISH.NERF:
Originally posted by TB Lawlzer AFK:
It's possible, called a NASA computer, lol.
Pathing is the main lag-creator, so create a smaller map (I play on smallest since my PC is ♥♥♥♥♥♥♥)

it has less to do with the pc, more with how the game is coded at the moment.
even on small maps it will begin to lag, i tried everything. ;/
thats the reason i play on the largest maps, cause after 6-7 ingame years and 40+ colonists it just stutters, doesnt matter the mapsize. so why stay small then i asked myself if it is the same endresult?
(it is still playable but all pawns are porting around, if you know what i mean and most the time i just take the chance and start anew.)

i somehow think the lag is created by the generations of worldpanws and/or animals.
if you have hauling dogs that go 7 generations back with 100 cousins 2nd grade etc...
or have 10+ enemy factions, they all get calculated somehow, the longer the game the more to calculate. but it is just my assumption. but something has to be causing the lag after 5-6-7 years. before that it is even fine with 40 colonists. but after a certain point my pc cant catch up with that and all panws begin to port. [note: the game doesnt get slower, the panws just port around to compenaste the fps loss.]

but yeah gieF me that nasa pc!1
Lol.
Yeah, the game keeps track of a lot of things in something, so end-game if you delete those, your game lags WAAAYYY less, somewhere on ludeon.com can't remember where
Grishnerf Jan 25, 2017 @ 12:11pm 
yeah i know that.
but it is not fleshed out i think or thats the last i know of it, ill check it out again.

as far as i know deleting the worldpawns worked and makes less lag but some people reported not having enemy factions anymore, and also via the trade comms no communication was possible anymore.
even after they added the faction leaders back in via devmode it wouldnt work to communicate or get raids by them.
so use that on your own risk.

but maybe someone knows better details.
i havnt risk it on my old colonies ^^
Last edited by Grishnerf; Jan 25, 2017 @ 12:11pm
Lawlzer Jan 25, 2017 @ 12:14pm 
Originally posted by GRISH.NERF:
yeah i know that.
but it is not fleshed out i think or thats the last i know of it, ill check it out again.

as far as i know deleting the worldpawns worked and makes less lag but some people reported not having enemy factions anymore, and also via the trade comms no communication was possible anymore.
even after they added the faction leaders back in via devmode it wouldnt work to communicate or get raids by them.
so use that on your own risk.

but maybe someone knows better details.
i havnt risk it on my old colonies ^^
♥♥♥♥, sorry. I forgot about those side effects, thanks for warning everyone else.
Kitsune Jan 29, 2017 @ 8:12am 
Originally posted by Sithis:
  • The "limits" actually only affect the chances to persuade a captive, to incapacitate the enemy rather than to kill him,

Are you sure about this? I saw the code about recruit chance but I couldn't find anything about kill vs. incapacitate based on number of pawns you control.
Lawlzer Jan 30, 2017 @ 7:22am 
Originally posted by Kitsune:
Originally posted by Sithis:
  • The "limits" actually only affect the chances to persuade a captive, to incapacitate the enemy rather than to kill him,

Are you sure about this? I saw the code about recruit chance but I couldn't find anything about kill vs. incapacitate based on number of pawns you control.
A few of the rhings having lots/little colonists changes:
The chance of colonists/enemies surviving damaging hits, instead of dying
Their recruitment difficulty
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Date Posted: Jan 25, 2017 @ 1:58am
Posts: 34