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Hopefully someone has a more qualified and number based answer.
That's not a thing. There is a linear increase in difficulty based on number of colonists and their wealth value, and a population minimum the game tries to maintain by forcing free colonist events on you. There is no cap, and there is no point where the game decides you have too many. Above the minimum you wont get free colonists though, you will just have to recruit them. Nothing special happens at 100 or 200+ colony population.
Slaves do count as colonists in most ways and their wealth is added to your colony.
https://rimworldwiki.com/wiki/AI_Storytellers
You can get a new colonist even if you already at/past Desired Cirritcal Population but game tries to reduce your colonist number really hard (shot in the arm causing instant death ...)
i was wondering the same thing. I've been at 31 pawns in my colony now for a year or so in game and haven't had anything like that happen (yet). The closest I've seen is a turret did a "headshot" on one of my pawns at the extreme limit of its range, but he was wearing a flak helmet and it didn't even leave a scar.
That's outdated, those values no longer exist in the game, and that's also not what those values meant when they did exist.
There is currently only one scale and all three storytellers use it:
<populationIntentFactorFromPopCurve>
<points>
<li>0, 8.0</li>
<li>1, 2.0</li>
<li>4, 1.0</li>
<li>7, 0.35</li>
<li>11, 0.0</li>
<li>20,-1.0</li>
</points>
</populationIntentFactorFromPopCurve>
At 11 population there is no effect from population intent factor. At 0 population all population related events are increased by a factor of 8, making you 8 times more likely to see events like wanderers joining. At 20 population certain easy population events are reduced by a factor of 1, meaning -100% chance to happen.
Randy has a special value:
<minIncChancePopulationIntentFactor>0.2</minIncChancePopulationIntentFactor>
Which basically means he will never stop sending wanderers and other free colonist events, they are just going to become very uncommon at higher population.
Population intent has no effect on combat or chance to down enemies.
Edit: Oh, you mean the attack didn't do any damage.. Yeah that can happen too.
Like I said it's not a cap, it's a minimum. It's the point where the game will basically force new colonists on you until you reach a baseline of population, and after that you use the normal intended method of getting new colonists, recruiting them using the social skill.
The time based scaling has also been mostly removed. There's an adaptation mechanic now that mostly exists as a handicap for when your colonists are downed or killed but caps out again fairly quickly. It's entirely possible to keep your wealth in check and maintain very small raids for an entire playthrough if you so choose.
Sure the events just disappeared, as expected, but the game was activelly trying to get rid of them, I'd get more diseases, random breakdowns were often saying the pawn just gave up and wanted to left the colony, etc..
These things were never happening at lower pops, could be just bad luck in all of my games
Edit: Went looking into it more and slaves do not count as prisoners, they're a different type of guest. The prisoner = half a colonist is still active.