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I just fight without them.
Psychic drone ship dropping in to seal my fate.
Three or four seasons in I was dealing with 5-6 guys armed with sniper rifles/grenades/personal shields the lot.
My colony was reasonably advanced, had access to tons of gear left by the raiders. More steel than I knew what to do with.
That was with cassandra.
In comparison a randy random (same difficulty setting) with some worthless totally randomised tribe start I've been mostly floating along with only one or two raids 3-4 seasons in. (started with AI personality core and 95 artillery shells lol).
However in that game I'm dealing with manhunting animals on a regular basis.
It's the difference between night and day of those two playthroughs.
Manhunting animals, really seem to be the game's way of saying
"okay you're a crappy colony here's some drama but it shouldn't be too much for you to handle"
Disabling it seems to set the AI into "RAID EVERYTHING" mode, especially if your colony is quite strong.
Which makes it possible for your sharpshooter on the other edge of the map to actually get into action before everybody else is dead.
Even if the AI brings some sharp shooters in, by the time the other guys charge in to the slaughter, the sharp shooters retreat.
Verified. The default storytellers calculate "threat points" using a formula that involves wealth and colonist count.
First your total wealth is calculated. Items are counted in full market value and buildings at 50% value. Total wealth above 2000 will generate 11 threat points per 1000 wealth. If you're below 2000 total wealth, you get no threat points from wealth.
Every colonist you have contributes 40 threat points to the calculation.
Each difficult level has a "threat scale" that is now multiplied in. Free play raids come at 5% threat points only, Basebuilder at 35%, rough at 65%, challenge at 100%, extreme at 130%.
The first 5 raids are special easy raids. The very first raid always comes in at 35 threat points, as a sort of reminder about what's to come. The following raids are discounted -50%, -30%, -20% and -10% respectively.
To make the end-game less ridiculous, when raidpoints reach 1000 the portion above that value will be reduced by 50%, and points above 2000 reduced by another 50% for a total of 75% reduction. For example, 1800 threat points becomes 1400, while 2800 threat points becomes 1700.
There is also a ramp-up multiplier that slowly increases the difficulty over time. This starts when 21 days have passed and becomes a bit more aggressive after 42 days. Whenever your colonists are incapacitated or killed, it will ease up the ramp a little, especially if you have less than 10 colonists. If you have less than 3 colonists remaining, the difficulty ramp-up is reset completely whenever someone is incapacitated or dies. It will keep growing at full speed right away again though.
Turrets give market value of 425 to me, and being buildings only half of that counts. Thus they're worth ~2.34 threat points each. Roughly speaking, 17 extra turrets has about the same effect to difficulty as 1 extra colonist. Then again, if you didn't build the turrets, you'd have the raw materials left in your stockpile! Market value for components are 21 each, steel is 2 each. As it happens, the turrets cost 175 steel and 3 components, a total of 413 value which is counted in full since it's in your stockpile ... This amount of materials is worth ~4.5 threat points, significantly more than the ~2.34 points for built turrets.
tl;dr - building turrets actually REDUCES the difficulty of spawned raids because it transforms your wealth into buildings that count for less threat points :)