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When starting a game, you can get to the setting on the Storyteller selection screen by hitting the "Custom Difficulty" button on the list of difficulties.
Be careful though, it might seem like a great Idea, but it can be even more difficult then wealth-based raid evaluation, since it changes to a strictly time-based threat ramp-up. If you have trouble keeping up with the curve or fall behind, you can definitely get overwhelmed very easily!
GL!
I just want to point out, the wealth based scaling is not punishing, you don't have to pay any attention to your wealth on 1x difficulty or below for the most part, the system only really discourages excessive wealth gains for the sake of gaining wealth. If you are playing normally the scaling works simply to keep the game somewhat challenging as your colony grows. Build a turret/trap once in a while, don't ignore equipment technology or crafting, and you should be fine. You can pretty easily play without a killbox on 1.0 scaling, and without any defenses at all (other than colonists and some cover) on 0.6 scaling. It's only on like 2.0 scaling and above that wealth management and efficient killboxes start to become a concern.
This is definitely an experience-based opinion, not any sort of fact-based evaluation.
If you have played a TON of Rimworld, are fully informed about and practiced with all of the different game mechanics, know an optimized tech research path, and know how the behind-the-screen code works for things like Storyteller cycles, Raid Wealth evaluation, etc. it might not seem "punishing".
But having recently helped a friend get started playing Rimworld and watched them learn the game, the wealth assessment on 1.0 scaling can definitely seem overwhelming. Especially if you are not aware that everything you do outside of research is going to have a direct impact on the raids you get, including things that seem like they would only be beneficial like upgrading pawn skills or equipment.
Then there are things like raw materials somehow adding more threat value to raids then turning that material into things like walls, fences, floors etc. and other obscure mechanics that you only learn about after having 10s of hundreds of hours in the game lol
Noone should feel bad or like they are not doing well if they have to play on Adventure Story and still lose pawns or even entire colonies. Its a hugely complex game and theres a lot going on behind the curtain.
Play whatever setting you get the most enjoyment out of and then move up when you feel like you might be up for the challenge. I would suggest trying a lower difficulty before you switch to Wealth Independent mode. Maybe try Phoebe as a storyteller for a while when learning also!
GL!
https://rimworldwiki.com/wiki/Raid_points
Its some pretty dry stuff, but if you want to get into the way that game mechanics and the code work to determine things like threat, there are some sources online that explain it well. Streamer and Rimworld content creator AdamVSeverything has a whole series of short videos explaining the different aspects of how the engine works (wealth calculation, storyteller patterns, raid point determination, etc.).
Here is a link to his site, where you can find lots of info about that stuff if you want to go that far down the rabbit hole;
https://adamvseverything.com/rimworld-guide-which-storyteller-to-choose-and-how-do-they-work/
In one of my first playthroughs, I built a mountain base and smoothed a lot of stone walls. I was completely unaware of both the wealth based difficulty scaling and also the high value of smooth stone walls/floors. I was playing on a fairly low storyteller difficulty, and I got completely stomped by raids. I also manufactured loads of excess stuff and hoarded lots of high grade food after struggling with food in the early game, which probably didn't help. It's totally possible as a new player to get gutted by the wealth based scaling while playing what seems to be a reasonable game.
This is exactly why it is so important to stress how inconsequential the scaling actually is. It seems overwhelming, it sounds like everything you do is making the game harder, but that is really not how it works.
As an example, lets say you have 10 colonists, they are all naked and unarmed. If you craft them all full sets of masterwork flak armor and masterwork assault rifles, this will not add any extra enemies to most raids on 1x scaling, you might get one more squirrel during a manhunting squirrel event, that's about it. That is how little wealth affects difficulty. Likewise if you have 10 colonists with 0 in every skill, and upgrade them all to like 20 in multiple skills, this will also not increase their value enough to increase most raids by a single enemy.
These are not things you need to worry about or be aware of, they exist under the hood and are hidden for a reason, they are small inconsequential elements to a much larger system and it's very easy to misunderstand the effects and "fear" a game mechanic you really should not be fearing. It requires tens of thousands of wealth to add one enemy to a raid, you have an enormous amount of leeway to just play normally and do quests and trade without having to worry about the game getting too hard.
What new players tend to struggle with in terms of wealth scaling, is they attempt to make a lot of money, they look specifically for ways to earn silver quickly without realizing the impact that has. Doing things like growing huge fields of drugs to sell, or harvesting organs from every downed enemy, these can balloon your wealth if you don't keep it in check and understand the implications.
Smooth walls only count as 1 silver in value in the difficulty code, they are the cheapest walls in the game. You need about 30000 smooth walls to add one human enemy to most raids.
Smooth stone floors are 8 wealth, this is less than carpet, wood floor is 4. You need about 4000 smooth stone floors to add one human enemy to most raids.
Try this, tweak the settings as you wish. https://steamcommunity.com/sharedfiles/filedetails/?id=2380491067
https://steamcommunity.com/sharedfiles/filedetails/?id=2314304057
Allows you to set how much different factors apply to your raid values. Typically reduces the weight of total wealth and animals but ups that of colonists, but those can be tweaked.
If you do use it, I'd advise gradually upping the difficulty as you play, especially if your population doesn't rise quickly. Otherwise, particularly if you go for small populations in big, fancy high tech colonies, the raids become inconsequential pretty fast.
To follow up on this one as a long time user, you can set the value to 500 points and you'll get around 8-14 enemies on Randy with generally poor equipment at 75% difficulty scaling and 25% adaptation growth (which I use).
Useful if you just want some easy shootouts while focusing on slice of life activities in your colony, but you'll want to adjust it higher when your colony is way better off if you desire more challenge.