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It's very aleatory , and the visitors can appear with beacons and other stuff .
At start, you are considered doing poorly, so many good stuff, some weak bad ones.
The more you advance and grow, the more you will get bad and harder events.
If, for some reason, you lose alot of your colonists, it is easy again for a while.
Growing too fast is not always the best thing.
Randy is way more random (still scaled to your colony...), can be very easy for a while, then suddenly, horrble stack of the worst events.
If you are below the minimum desired population, the population increase events will have their odds bolstered up to a maximum of 4x if you're down to one last colonist.
After critical population amount is reached, the population intent actually drops negative and there used to be "population decrease" events which would then enable. They population decrease events are disabled though, as apparently it wasn't all that much fun when the game simply informed you that one of your colonists was revealed to be an agent of an enemy faction, followed by the said ex-colonist fighting his way out of your base and fleeing...
Berserk is by far the largest base killer. Even raids and other such events are just finishing moves when I've got some berserker running around naked or in the hospital after being beaten down by everyone else.
Thanks, muzzy. Do you know the population limits?
<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>
Phoebe:
<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>
Randy:
<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>50</desiredPopulationCritical>
How are people getting those extremely large pops I've seen in screenshots? I could swear that one guy had three bars worth of colonists.
Normally I can't seem to keep a population past about 5-6 unless I start with that many using scenario editor.
Things like raids are controlled by a threat cycle, except with Randy. Cassandra and Phoebe both alternate safe and dangerous periods for the bigger threats.
Traders and visitors should keep coming unless it's far too cold. It doesn't happen to be below -45C or above +45C around your place, is it? :P
Oh, and one notable thing about Cassandra and Phoebe is the "classic intro" component that generates the first 4 game events. After 54 hours, you should have a small visitor group, possibly only just one guy. After 78 hours, there will be a random minor threat - well, not so minor because it's guaranteed to be a mad animal unless you have mods adding more minor threats. After 102 hours, a wandered will always join, and after 126 hours you will have your first raid. These always happen around the exact specified times and they only become random events afterwards.