RimWorld

RimWorld

czpetr May 6, 2024 @ 3:29am
So about pawns and raid strenght
Hello there,

So... how much do additional pawns increase raid strenght? Is it just their value added to your colony wealth, or are they separate modifier?

What about slaves, and colonists put in cryo pods?
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Showing 1-8 of 8 comments
Steelfleece May 6, 2024 @ 4:07am 
Pawns' wealth values don't add up a whole lot unless they're absolutely crazy. The number of pawns is a bit more important. Slaves have a reduced value, those in cryosleep have a much reduced value but still count some, but prisoners don't count at all even if they're an imprisoned colonist. Babies don't count, children over 3 do but have a reduced value based on age.
kongkim May 6, 2024 @ 6:41am 
Get the mod "Show Raid Points" that will show you have it works. :)
czpetr May 6, 2024 @ 9:40am 
Originally posted by Jaggid Edje:
https://rimworldwiki.com/wiki/Raid_points#Pawn_points

Interesting. So, does this mean that things like gear, weapons, bionics and skills only affect raid strenght by increasing your wealth, and pawn points are unaffected (aside from pawn point amount being scaled depending on your wealth)?

Is there any difference, say between having bionics in storage, or having them installed in pawns?
Exodus永 May 6, 2024 @ 9:52am 
Originally posted by czpetr:
Originally posted by Jaggid Edje:
https://rimworldwiki.com/wiki/Raid_points#Pawn_points

Interesting. So, does this mean that things like gear, weapons, bionics and skills only affect raid strenght by increasing your wealth, and pawn points are unaffected (aside from pawn point amount being scaled depending on your wealth)?

Is there any difference, say between having bionics in storage, or having them installed in pawns?

I can’t speak on your last question but something I’ve noted in my around 5k hours of playtime is how once you get certain weapons or equipment, mechanoid raids start showing up. Usually shield belts or assault rifles start triggering them properly for me. I’ve also seen it with 5 colonists wearing plate armor but no proper firearms. From how I understand the game, no actual like testing, bionics laying on the ground shouldn’t affect it if bionics are indeed taken into consideration
Exodus永 May 6, 2024 @ 9:56am 
Adaption factor also plays a massive role in raids since story tellers can essentially “build up” extra points then send you an absolute unit of a raid to try metaphorically knock your wind out
Astasia May 6, 2024 @ 11:15am 
Originally posted by czpetr:
Interesting. So, does this mean that things like gear, weapons, bionics and skills only affect raid strenght by increasing your wealth, and pawn points are unaffected (aside from pawn point amount being scaled depending on your wealth)?

Is there any difference, say between having bionics in storage, or having them installed in pawns?

Correct. Bionics have their own mechanic, since technically they disappear as an item once installed. One of the direct effects of a bionic is increasing the value of the pawn by an amount similar to what the bionic's market value is. If you click on a pawn and open their 'i' info you can click on wealth and see a breakdown of what is affecting their "pawn value." This number will typically be trivial unless you start installing bionics, at which point you will see additional information in that area about the bionics and value they are adding.

Originally posted by Exodus永:
I can’t speak on your last question but something I’ve noted in my around 5k hours of playtime is how once you get certain weapons or equipment, mechanoid raids start showing up.

Mechanoids have 2 requirements, they have a minimum raid day of 45, giving you 3 quadrums to prepare for them, and then they have a minimum raid points of 300 so if you are very low wealth they can't raid. At 301 raid points they are extremely rare, they become about as common as other factions at 700 points, and at 4000 points they cap out at 2.8 commonality making them more common than other factions.

Mechanoids do not look at any other mechanics, they are not checking your gear or research or anything like that. If you play tribal and stay tribal, you will start getting mech raids at about the same time and frequency depending on wealth generation speed. It's definitely easy to come up with a pattern here based on that timer, as you tend to hit similar places in progression at around the time the day/wealth limit is exceeded and mechs start showing up.

Originally posted by Exodus永:
Adaption factor also plays a massive role in raids since story tellers can essentially “build up” extra points then send you an absolute unit of a raid to try metaphorically knock your wind out

Adaption only builds up to a 1.47 multiplier at max if you never have anyone downed for any reason for basically multiple years, and this is only relevant on lower difficulties. Adaption is not meant as a mechanic to make the game more difficult, it's not there to throw harder raids at you, it's a mechanic that helps the player by softening raids in response to how poorly you do with them before gradually returning to more normal values. As such, adaption is basically disabled on higher difficulties, doing effectively nothing on losing is fun so you can't use that crutch to make raids easier. The link above explains it more detail if you scroll down.
Exodus永 May 7, 2024 @ 10:45am 
@Astasia this is all super interesting stuff. I’ve never really read or watched anything about Rimworld mechanics or anything and I’ve been playing for so long lol. Going to be reading up on a bunch of stuff like this because I think it can take my colonies to new heights. I always play tribal naked brutality losing is fun on cass or pheobe. But this adds some method to my madness.

The biggest change I was happy about was when they put those timers or heatwaves a few years back. It felt like every colony I played used to have a heatwave or cold snap in the first year.
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Date Posted: May 6, 2024 @ 3:29am
Posts: 8