RimWorld

RimWorld

Geno Cidal Nov 20, 2018 @ 9:04am
What factors determine how many people are sent to raid ya?
I started a custom game with 8 maxed players, my goal here was to eliminate the need for pawns and maintain a number that wasnt overwhelming in which I could still get things done.

my question is with the raids im facing, im only playing on builder with the blonde chick story teller and im getting raids sent in with 30+ people and their just rolling me, quitting and restarting is just basically replaying a non win scenario,lol and why is the cpu steppin on my neck so quick, I been in game like an hour.

Thanks
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Showing 1-15 of 19 comments
kevinshow Nov 20, 2018 @ 9:30am 
Colony inventory is the obvious thing, but I have also read that colonist skills and gear play a part. So if you tried to have awesome colonists to start out, including some high-tech weapons, that could be why you are getting 30+ raiders even at the start.

Now there is one thing you can do...go to Peaceful Build setting until you have a chance to deck out your colony at least. Of course, adding turrets and mortars to help defend adds to the raid size, too, now that you have the capacity to defend against more raiders.

I would suggest you can start with 8 colonists but just have them be the starting skills and gear. In this way, keep your original 8 colonists, but as your colonist skills and colony grows, then let the raids scale up to how you can fight against them normally.



Geno Cidal Nov 20, 2018 @ 9:32am 
So basically thats about how I have it, my guys stats are maxed, i gave em great starting weapons and i got a ton of raw resources, maybe I need to redo my setup and add in some sort of defenses as it makes sence now,lol
MisterSpock Nov 20, 2018 @ 10:24am 
Its colony wealth. But it doesnt go linear into number of enemies. At higher wealth enemies spawn with better gear.

Gear wealth is always good wealth. Making you better.
Immortalits Nov 20, 2018 @ 11:10am 
You can check the 'history' tab, it has a summarized, building, animal and other valuable's wealth separated.
What you can change mosty is the ammount of tamed animals you have and the colony wealth of stockpiles, gear and bionic parts of your colonists.
In terms of generated wealth vs bonus stats, excelent quality gear is the best, better ones generate more wealth, than 'absolute value', same probem is with bionic parts, they're just too expensive and generate to much wealth for your colony for minimal bonus 'value', especially in the late game.
For buildings, the most you can do is to use the cheapest materials (wood if possible or steel if wood is not available for a certain building) and use only 1 building at most for each production, especially in colonies with 10 +/- 2 personnel.
Don't use too much decorations and other than beds and joy furniture, rebuild them to be at most 'good' quality, but better to be normal, especially for the bed additions.
For statues, you should use some limestone/marble/granite ones, but at most excellent and only a few of them, higher quality has the same problem as gear and bionics.
In another recent post I've listed some priorities too, I'll look for a link.

https://steamcommunity.com/app/294100/discussions/0/3374780959398278130/

first page #6 comment.

Colonist skills are not a big part of the wealth, but a better colonist worth a bit more on the market, don't create 'transcendent humans', they don't worth that much for your colony, only for the market and is esentially a raider magnet.
Last edited by Immortalits; Nov 20, 2018 @ 11:13am
MisterSpock Nov 20, 2018 @ 11:15am 
Yes, bionics will add very much to raid strenght.
GalmWing Nov 20, 2018 @ 12:07pm 
Originally posted by Immortalits:
You can check the 'history' tab, it has a summarized, building, animal and other valuable's wealth separated.
What you can change mosty is the ammount of tamed animals you have and the colony wealth of stockpiles, gear and bionic parts of your colonists.
In terms of generated wealth vs bonus stats, excelent quality gear is the best, better ones generate more wealth, than 'absolute value', same probem is with bionic parts, they're just too expensive and generate to much wealth for your colony for minimal bonus 'value', especially in the late game.
For buildings, the most you can do is to use the cheapest materials (wood if possible or steel if wood is not available for a certain building) and use only 1 building at most for each production, especially in colonies with 10 +/- 2 personnel.
Don't use too much decorations and other than beds and joy furniture, rebuild them to be at most 'good' quality, but better to be normal, especially for the bed additions.
For statues, you should use some limestone/marble/granite ones, but at most excellent and only a few of them, higher quality has the same problem as gear and bionics.
In another recent post I've listed some priorities too, I'll look for a link.

https://steamcommunity.com/app/294100/discussions/0/3374780959398278130/

first page #6 comment.

Colonist skills are not a big part of the wealth, but a better colonist worth a bit more on the market, don't create 'transcendent humans', they don't worth that much for your colony, only for the market and is esentially a raider magnet.

That's interesting, how much would stockpiling on food adds? or animals?
The graph doesn't tell me much, or at least I don't understand what is says, it's just a steady upwards curve for all wealth.

My base is pretty much a huge farm, I have so much food that I could survive on my stockpile alone for like 2 years straight, and so many animals that I really don't know if something on the map is mine or not unless I click on it.
I also have lots of statues, pot plans everywhere, pretty floor tiles from corner to corner, lots of extra weapons that I haven't sold, etc. Basically if I were a pirate I would raid my colony relentlessly.

And yet I still get raided by dudes with clubs and pistols. I have mods, yes, but they don't mess with wealth or alter the difficulty. I play on normal, and I'm starting my second in-game year.
Last edited by GalmWing; Nov 20, 2018 @ 12:08pm
Sir Doggy Jvla Nov 20, 2018 @ 2:04pm 
oh boi, that's the problem with prepare carefully, you want to have fun with ultra op colony ? alright then be sure to give them good weapons and armors so you fit the level they would be in vanilla game, only problem is the base and that's actually a hard gamestyle to have, you accept to have op colonist but you have to be prepared REALLY GOOD for raids, means the first thing you do is defences and not anything else, killbox right away when you start or anything that can help you fight back.

But to answer your question: there's a system of wealth (seen in history tab) depending on colonist, your constructions and your items, the higher it is, the harder the raids are
Geno Cidal Nov 20, 2018 @ 2:18pm 
oh man! may be a bit nerfed but I found some mod that has a cruise missle that decimates en masse, christ,lol I took out like 27 of 30 with one strike =0
Last edited by Geno Cidal; Nov 20, 2018 @ 2:19pm
stop playin on normal :P
i'm hardly a powergamer, and rough is 3ez5me
Astasia Nov 20, 2018 @ 6:52pm 
Originally posted by GalmWing:
That's interesting, how much would stockpiling on food adds? or animals?
The graph doesn't tell me much, or at least I don't understand what is says, it's just a steady upwards curve for all wealth.

My base is pretty much a huge farm, I have so much food that I could survive on my stockpile alone for like 2 years straight, and so many animals that I really don't know if something on the map is mine or not unless I click on it.
I also have lots of statues, pot plans everywhere, pretty floor tiles from corner to corner, lots of extra weapons that I haven't sold, etc. Basically if I were a pirate I would raid my colony relentlessly.

And yet I still get raided by dudes with clubs and pistols. I have mods, yes, but they don't mess with wealth or alter the difficulty. I play on normal, and I'm starting my second in-game year.

Food, basic resources, most animals, and lower quality statues (in terms of materials at any rate) are all pretty trivial in terms of adding wealth. It's generally only when you start digging up multiple plasteel/gold deep veins and adding legendary stuff to your base that wealth starts to have a noticeable impact. 100k wealth for example is not a lot and you wont have too much issue with it, it's when you are at like 500k-1m+ that things start getting real, IME.

There's also what the game now calls the adaptation factor, where as you play over time your wealth is basically slowly multiplied to increase the size of raids. So if you stay at say 100k wealth for 10 years it will eventually become just as bad as rushing to a much higher wealth value earlier on. Adaptation decreases when colonists are downed or killed though, so it can be kept in check a bit.
Dr@g0n Nov 20, 2018 @ 6:58pm 
theres a mod that changes how raids are calculated making the start easier but it does scale later on for some truly fearful raids. it is called
combat readiness check by marvin
Immortalits Nov 21, 2018 @ 4:34am 
Originally posted by GalmWing:
Originally posted by Immortalits:
You can check the 'history' tab, it has a summarized, building, animal and other valuable's wealth separated.
What you can change mosty is the ammount of tamed animals you have and the colony wealth of stockpiles, gear and bionic parts of your colonists.
In terms of generated wealth vs bonus stats, excelent quality gear is the best, better ones generate more wealth, than 'absolute value', same probem is with bionic parts, they're just too expensive and generate to much wealth for your colony for minimal bonus 'value', especially in the late game.
For buildings, the most you can do is to use the cheapest materials (wood if possible or steel if wood is not available for a certain building) and use only 1 building at most for each production, especially in colonies with 10 +/- 2 personnel.
Don't use too much decorations and other than beds and joy furniture, rebuild them to be at most 'good' quality, but better to be normal, especially for the bed additions.
For statues, you should use some limestone/marble/granite ones, but at most excellent and only a few of them, higher quality has the same problem as gear and bionics.
In another recent post I've listed some priorities too, I'll look for a link.

https://steamcommunity.com/app/294100/discussions/0/3374780959398278130/

first page #6 comment.

Colonist skills are not a big part of the wealth, but a better colonist worth a bit more on the market, don't create 'transcendent humans', they don't worth that much for your colony, only for the market and is esentially a raider magnet.

That's interesting, how much would stockpiling on food adds? or animals?
The graph doesn't tell me much, or at least I don't understand what is says, it's just a steady upwards curve for all wealth.

My base is pretty much a huge farm, I have so much food that I could survive on my stockpile alone for like 2 years straight, and so many animals that I really don't know if something on the map is mine or not unless I click on it.
I also have lots of statues, pot plans everywhere, pretty floor tiles from corner to corner, lots of extra weapons that I haven't sold, etc. Basically if I were a pirate I would raid my colony relentlessly.

And yet I still get raided by dudes with clubs and pistols. I have mods, yes, but they don't mess with wealth or alter the difficulty. I play on normal, and I'm starting my second in-game year.

Everything is calculated through their market price, buildings market price is 70% of their materials' market price, simple.
You just look at the info tab of any item, look for market price and that's what is added to your colony wealth.
Do you mean 'medium' or 'casual' or 'base builder'.
Btw, those difficulties are extremely easy, if you playo n 'rough' at least, that is the point, where enemies are not artificially tuned down.
So on those difficulties, you can amass almost any wealth and still easily defend against attacks, not to mention, there is some kind of 'hard cap' for enemies or at least they're not linear with your base wealth.
I've turned up difficulty to max and still easily able to defend, but I keep colony wealt under 430k and still, I fight vs 80-100 moderately equipped pirates, many of them having marine armors too.
Last edited by Immortalits; Nov 21, 2018 @ 4:42am
narcomanic Nov 21, 2018 @ 7:36am 
Does the placement of your colony on the world map make a difference? Are you more likely to get raided if you're close to a raider outpost or a rough tribe encampment?
pmutzu Nov 21, 2018 @ 7:51am 
I would advise to get the combat readiness check mod. it allows you to change the values that are calculated for raids. there are several strategies you can use to artificially lower your calculated wealth . the game is only adding up values you "own" remember this fact. as any stored items,weapons buildings animals ect are added up for a total. which is a points value up to 5000 . by making the game think you own less than you actually have you can make raids smaller. you do this by making an area to store valuables behind a door you can disallow fill it with your valuables. lock the door. de zone it, remove that area from your home area. everything inside that room is now not yours. and wont factor into your threat value . this is micro managment heavy.

its much simpler to just get the combat readiness mod and change the values . after 2 or 3 raids and fiddling with the values you can get exactly the size raids you think are challenging but not overwhelming. i also recomend the easy infestations mod . it makes for a more bearable experience.
microspace38 Nov 21, 2018 @ 7:55am 
Originally posted by narcomanic:
Does the placement of your colony on the world map make a difference? Are you more likely to get raided if you're close to a raider outpost or a rough tribe encampment?
As far as I'm aware, no. However, if you become friendly with one of the hostile factions, you'll stop receiving raids from them. Therefore, try to become friendly with the outlanders, but not the tribals. That way, you'll see more of the outlander/pirate raids, and probably more mechanoids too.
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Date Posted: Nov 20, 2018 @ 9:04am
Posts: 19