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There's also normal events where they will join but that usually only happens when you have just a few people.
In the story teller settings in the options menu you can adjust the chance a downed enemy pawn instantly dies. By default it's pretty high to keep you from having loads of prisoner. But if you scale that down you will capture more people.
There's other mods like hospitality that lets you chat with visitors and recruit them peacefully too.
Using the Scenario Editor, you can adjust many different things that impact recruitment and other parts of your game. Unfortunately, the SE only works before you start the game. If you wish to make adjustments with SE after the game starts, get the mod, Scenario Ammender.
My current community is at 7. But I guess my weapons must be too lethal.
I'm using mostly halberds that I've crafted, and a fairly high powered crossbow and some 'legendary' bow I found on a quest for ranged.
https://steamcommunity.com/sharedfiles/filedetails/?id=726096646
"As a general rule, the population caps were doubled compared to the vanilla storytellers. Here are the new caps compared to the vanilla caps:
Cassandra
Desired population: 26 (was 13)
Critical population: 36 (was 18)
Phoebe
Desired population: 26 (was 13)
Critical population: 36 (was 18)
Randy
Desired population: 26 (was 13)
Critical population: 100 (was 50)
But what does those values mean?!?! Well, its pretty simple:
Desired population: The population value where the storyteller will not make more effort at increasing your population. Your population can still increase but will have a tendency to drop with incidents.
Critical population: The population where the storyteller think you should really not have more people and will actively try to ruin your day."
Edit: The comments are saying the mod might have some problems, as all mods do.
Population intend just changes the free colonist events, slave trade and quests. That is it.
While if you use some mod that removes instadeath chance you can end up with over 50 raiders on the floor lagging your game to ♥♥♥♥.
Edit: Think you can even try it without a mod nowadays by adjusting difficulty during the game.
It's better to think of the "soft cap" as actually a population minimum. At low population the game throws free colonists at you so you can get established and reach a reasonable size, those freebies eventually slow to almost 0 once you reach the minimum and after that you rely on the normal intended recruit methods like capturing and using the social skill, or doing the new ideology rituals. The game is never trying to limit or slow your population growth.
It's mostly random. Each faction has a raid weight defined by the game or the mod, when a raid is triggered the game rolls that weighted dice and sees what it lands on. Some modded factions might have particularly high weights which means you might see them much more often, while other factions might have lower weights and you might never even be raided by them during a playthrough. The more factions you have in your world the less likely you are to see any specific one raiding you. Location on the map is never factored into it, as long as a (non-hidden) faction has at least one base anywhere on the globe they have their full raid chance against you, even from the opposite side of the planet.
This just isn't true.