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If you are thinking along the lines of "Start at low difficulty then have it hard later" That is how you kill the game. The challenges that are thrown at you are fun because you AREN'T ready for them - the game is boring if you wait until your colony is perfect before bad things start happening.
Her bullshiting almost made me refund the game and quit twice.
When i started to "get into" Rimworld it was because i switched to Randy, the only good storyteller as far as i can tell.
Because he understands the very basic of anyone working on fictional storys: Seperated Knowlege.
I *maybe* get that Raiders understand how much loot there is and bring more guys if there are more defenders (even as they don't scout or spy), but how do natural disaster know how strong you are?
Also Cassandra, why do you think one naked guy in the woods with a bow is a match for 17 people, 3 of which have rocket launchers?
Iam playing naked nothing since A16, no way in hell the raiders are set to wealth + time in any way. No matter how much i start with, it is always 4 raids: 3 lone guys with a melee weapon and then a 10+ group with at least 2 doomsday rocketlaunchers. Even if prepare carfully lets me land with 20 guys in power armor and rocket launchers.
Same can happen if you give him loads of food or other resources.
if you wanne build just build on very easy. you only realy have to worry about sickness, but evern that can be healed with healroot.
Not really. The difference between a really terrible colonist and one with maxed skills might increase raid size by one on the highest difficulty. Full archotech and bionics could increase that to maybe 2-3. On a lower difficulty it wouldn't have any noticeable effect. Values for colonists are really low compared to like structure and item values which is what raids are primarily based off of.
Every storyteller and difficulty setting ramps up in challenge at roughly the same rate and it's almost entirely based off colony wealth. The difficulty settings add another modifier to the scaling, base builder is a 0.3 modifier meaning all threats are scaled down to 30% value, merciless is a 2.2 modifier meaning all threats are increased by 120%. Those values never change, so base builder will always be easier than a higher difficulty, but base builder at 10 million colony wealth is going to be more difficult than merciless at 1 million colony wealth.
Peaceful is always peaceful, there are no major threats ever, no matter how long you play or how much wealth you gain.
You can change difficulty at any time during a game by going into the options so feel free to swap between as you are going to find something comfortable.