RimWorld

RimWorld

CHR3S Oct 7, 2019 @ 4:55pm
Colonists/ Pawns Limit?
Is there one existant?
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Showing 1-15 of 17 comments
Monoxide Oct 7, 2019 @ 4:58pm 
In vanilla, yes... In a sense. I dont think there is actually a "hard" cap, but there is a "soft" cap.

This means, after a certain amount of pawns, the game makes it much harder to get more. Instead of raiders getting downed in combat, they die outright.
Salami Tsunami Oct 7, 2019 @ 5:02pm 
Originally posted by Monoxide:
In vanilla, yes... In a sense. I dont think there is actually a "hard" cap, but there is a "soft" cap.

This means, after a certain amount of pawns, the game makes it much harder to get more. Instead of raiders getting downed in combat, they die outright.

Oh, really? I thought that was just because I'd gotten better weapons.
Bozobub (Banned) Oct 7, 2019 @ 5:16pm 
In vanilla, there's a "soft" and "hard" cap. The soft cap varies by storyteller, and the hard cap is 50.

IIRC:
Phobe: soft cap of 15
Cass: 12
Randy: Nope!

Once you hit the soft cap of a storyteller (vanilla or modded), the game becomes less likely to offer you chances to gain additional colonists. Once you hit the hard cap, however, the game will actively try to murder them (although this is not necessarily impossible to handle). Remember also, that each pawn is a HUGE wealth boost, and raids will become...spectacular...at high pawn counts o.O' .

If you don't like those limits, it's easy to self-mod or d/l a mod from the Workshop. Mind you, you'd better have a CPU made of better wood than mine! If you prefer not to mod, I recommend Randy.
M.K. (Banned) Oct 7, 2019 @ 11:44pm 
Yes. As per Bozobub's post.

In reality, a pretty hard cap occurs when the smoke coming off your cpu starts obstructing your view of the game. For me that happens at about 60 colonists.
And even at 45 colonists, having to measure game speed in SPF rather than FPS gets tedious.
(that's Seconds per Frame instead of Frames per Second)

((did I mention I play on a potato? A 32-bit, 3Gb, 2009 machine))
Last edited by M.K.; Oct 7, 2019 @ 11:45pm
martindirt Oct 8, 2019 @ 1:09am 
Originally posted by M.K.:
Yes. As per Bozobub's post.

In reality, a pretty hard cap occurs when the smoke coming off your cpu starts obstructing your view of the game. For me that happens at about 60 colonists.
And even at 45 colonists, having to measure game speed in SPF rather than FPS gets tedious.
(that's Seconds per Frame instead of Frames per Second)

((did I mention I play on a potato? A 32-bit, 3Gb, 2009 machine))

60pawns? Lol, my game start the laghell above 10 pawns. But im play heavily modded (still around 100-200 mods).
ambi Oct 8, 2019 @ 8:57am 
My largest colony had over 100 colonists. It's doable, but you need to apply some cheese, like making half the colony sleep during the daytime (sleeping reduces lag).
martindirt Oct 8, 2019 @ 9:31am 
Originally posted by Captain Kaivarian:
My largest colony had over 100 colonists. It's doable, but you need to apply some cheese, like making half the colony sleep during the daytime (sleeping reduces lag).

Sounds good... Maybe I should leave the 24/7 anything schedule...
Wolfguarde Oct 8, 2019 @ 10:57am 
Nope. You could theoretically have over a thousand pawns if you really wanted to.

...but only theoretically, as Rimworld's optimisation and basic design is so poor that you can't get over 60 on most machines without starting to lose FPS.
Preechr Oct 8, 2019 @ 11:02am 
Wow. You must know a lot about designing and optimizing games to have such bold opinions about this kind of thing.
Raymond Oct 8, 2019 @ 1:04pm 
there is no hard cap of pawn limit. The game just gradually make it harder to acquire new pawns and increase the chance of lethal event that kill off your pawns. This start happening once your colony gain the 5th member and beyond.
Bozobub (Banned) Oct 8, 2019 @ 2:42pm 
Seriously?! You don't bother to read entire threads, I see.
Monoxide Oct 8, 2019 @ 3:26pm 
Originally posted by Bozobub:
Seriously?! You don't bother to read entire threads, I see.

Does anyone? I feel this is why so many necro threads exist. Someone posts and revives a thread, then people just start tacking on more to the end even if its already been answered. IE - "tell me your ways to get rich" on the front page =\
Myriad Oct 8, 2019 @ 4:17pm 
Originally posted by Monoxide:
Originally posted by Bozobub:
Seriously?! You don't bother to read entire threads, I see.

Does anyone?
I do, until it gets out of hand. Then I read the first and last couple pages. Threads with 50+ posts usually end up as debates between a small few players.

To address the OP, I've never hit a cap, but by the time I get 20 or 30 colonists, being picky and all, I'm pretty well finished with the game. Some people even like to keep it within a dozen.
CHR3S Oct 8, 2019 @ 4:20pm 
Okay so I can recruit as many as I want. Because I wanna do atleast 5 outposts and control a good portion of the map.
Myriad Oct 8, 2019 @ 4:40pm 
Originally posted by Chr3sN4tion ツ:
Okay so I can recruit as many as I want. Because I wanna do atleast 5 outposts and control a good portion of the map.
Take this with a grain of salt, because it's been a while since I really endulged in this game, but you only need about 5 decent colonists in an outpost. And I think Raid size is per outpost... meaning that if you have 5 colonists in one, you'll get a small raid. But the very same moment in the main colony, you'll get a much larger raid. And if you equip a small band with hi-tech weapons and armor, they should do fine.
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Date Posted: Oct 7, 2019 @ 4:55pm
Posts: 17