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- Number of colonists (ramps up, then goes insane if you're really having too many people)
- Time elapsed
- Wealth of the colony
If you look at your history tab, no doubt you'll see that the wealth of your colony keeps growing and growing and growing, and if you're not prepared for the difficulty increase that implies, maybe you should find ways to tone done that wealth or just let the raiders steal all your cowboy hats to get a breather. Or maybe you have to rethink your strategy. Some would say "killbox", but that's not my style. Might be yours.
Also the very first events are kinda scripted, so you may experience a jump in difficulty when it goes from "imma send a squirrel at you, then a lone guy with a club, and then..." to "according to this spreadsheet, you're ready for a dozen of scythers dropping in the middle of your base". But you should be over that point after 25 hours.
Unless you play merciless difficulty or raise wealth very fasy a raid like that won't happen after the first year.
I can attach a screenshot, I mean so far I managed to only lose one colonist but it seems ridiculous now.
https://steamcommunity.com/sharedfiles/filedetails/?id=1611304237
I got quite a bit of money which is just sitting idle in my storage, so how can I actively tone the difficulty down again? Do I have to get rid of none-combat colonists, waste my money quickly or what is a proper suggestion of an experienced player?
Thanks
The most bumps are from colonists and high quality items.
Those numbers of raids like you have are to be expected with that amount of colonists.
The game also tones down the difficulty whenever a colonist of yours dies.
Animals do increase raid sizes as well, but I once had 100 chickens and they aren't worth much, so not much wealth was increased.
If you ever want to lower you wealth you can sell useless stuff and then waste money on something useles that you can burn with molotovs. I personally wouldn't do that because it's a huge waste of cash that could come in handy later.
P.S: If the temperature gets too high or too low so much that no ordinary raider can withstand it then all you are going to getare mech raids.
After mid-game, it's best to bunker down and spam turrets, traps and power. You should have plenty of stone or wood to spam traps along your perimeter. Build as many turrets as your power and steel allows.
You can't, without cheesing the system quite a bit, but you might as well just lower the difficulty in the settings if you are thinking about doing that.
The game is designed to constantly ramp up in difficulty as you play, and you need to stay on top of that difficulty increase with defenses and equipment, that is the main gameplay loop. The only way to reduce the difficulty is to destroy wealth (like burn it or gift it to villages through pods) and/or kill/down your own colonists repeatedly. Both of those go against progression, which is why it doesn't make sense to do that. About the only time you should be worrying about wealth is if like a caravan pack animal dies and drops a high quality gold sculpture early on, and then you'd very much want to get rid of that quickly. Otherwise you should just drop the difficulty down a notch, you can change the storyteller and difficulty at any time in the game options.
Besides the turrets and traps I was thinking about setting up multiple mortars withing a small perimeter to instantly react on "Siege", "Psychic Ship", etc. events, they are quite unprecise though.
Might have to abandon my colony and move towards a better position to defend since im exposed to most directions.
Does the game take my amount of animals into consideration, apart from my wealth rising? Had the idea to create a nice pack of stout animals to be wasted in attacks.
I see what you mean, this is the second map I started in this game since I only got it a few days ago and it was important to understand the progression pattern to stay on top of it like you said. Will probably try to go full defensive and if it doesn't work out change the difficulty and do it right next time I start from scratch.
Yes, animals are taken into consideration, although if they are a bunch of suicidal boomrats/alopes then it's generally a good idea to use them. You will probably gain more advantage by that, even if a raid is big. Those little monsters will make enemies shoot at them, and because boomrats are small raiders will hit the ground mostly. Even better if they use grenades.
Absolutely!
Remember though, that a part of your colony value lies in the colonists themselves.
A highly skilled organic colonist can be worth 4000, and can be wearing/toting another 5000 of clothing and weapons.
A fully archotech Bionic Superman, wielding a legendary Charge lance, can be worth 100k just by himself.
As a general rule, towards the lategame you want to put a larger percentage of your colony total wealth into defenses. Having 50K worth of Jade Masterwork statues in your Zen Garden may be pretty, but it draws the raiders like flies.
Having that same 50K value as a long trap corridor full of IED's, covered by Uranium Turrets, is a lot safer.
Yeah, good thing to note in case someone decides to have their workstations made out of gold. Less likely to burn easily but also complete worthless and just attracts trouble. But hey! If I can always just abandon base I dont mind doing a traveling caravan :D
But what if for example you constantly have 3 colonists from the start. Will there be a point in the game you get attacked by 6 or more pawns in the raid?
Since you said the raid is also based on time elapsed I was wondering this.
I think the time elapsed factor now caps out, which is new in 1.0 and didn't used to be the case, but your colony wealth will continue to grow and that will constantly increase raid size.
It caps at some point? Care to elaborate exactly what kind of cap?