52 ratings
Combat Readiness Check
File Size
0.129 MB
Sep 20, 2018 @ 7:46pm
Sep 20, 2018 @ 8:03pm
2 Change Notes ( view )

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Combat Readiness Check

In 1 collection by Marvin
Marvin's Most Abducted Mods (B19)
8 items
Works with 1.0

Alters the normal threat points calculation.

Threat points are used by the storyteller to, for example, 'buy' raiders from a list to make up the next group that will raid your colony or ambush one of your caravans.

You can use the in-game Mod Settings menu to adjust some of the settings for how points are generated. Select Combat Readiness Check, and edit the values. They will stay in effect as long as you're using the same saved game folder.

A debug option is available in the mod settings menu. This will output the current armoury points and building points to the log. Colonist points are also logged, but only if you turn on Write Storyteller in development mode.


Wealth from weapons and armour counts at market value. Armour is anything which offers better than 29% protection against bullets or arrows.
Wealth from pre-industrial weapons counts at 25% of market value.
Wealth from other items is not counted (vanilla: all items are counted at market value, converted into points by wealth curve)
The combined weapons and armour wealth is converted into points by the Combat Readiness wealth curve.

Wealth from buildings is counted at 25% of value and converted into points by the Combat Readiness wealth curve (vanilla: 50% of value, vanilla wealth curve).


Animals which have release training count for 9% of their combat strength (vanilla: similar percentage, but all animals that could be trained, even if they aren't trained).They aren't counted towards wealth.


Colonists by default count for 45 points (vanilla: starts at 40 points and increases to 110 depending on colony wealth)
Colonists aren't counted towards wealth.
Colonists who have impairment to their combat abilities (consciousness, manipulation, sight) will count for less points.
Colonists with limited movement capability or a limited combined combat ability will count for zero points.
Colonists in cryptosleep will count for zero points.
Colonists who can't fight at all will count for zero points.
Colonists who are suffering from an infection or disease which needs bed rest will count for zero points if they haven't developed immunity.
Colonists who have enhanced capabilities (from bionics, trauma savant, mechanites or drugs) can count slightly more.

The current adaptation factor affects the final colonist points value (vanilla: adaptation multiplies everything just like difficulty).

The combined points are then processed by the Combat Readiness points curve (vanilla: no points curve).
After that the points are multiplied by the modifier for difficulty level (vanilla: same).
There is a global maximum of 10000 points or 20000 for Merciless difficulty (vanilla: 20000).


Includes 'Adaptation and Random Threat Point Multipliers Cap to One' which changes the adaptation and random raid factors so that they cap at 1, reducing the effect of those factors.

[Version 1.1.8]

Please ask me before re-uploading this mod.

Go to the 1.0 version.

Go to the Beta 18 version.

Go to Ludeon Forums for more information and direct download links: https://ludeon.com/forums/index.php?topic=30508.0

If you like this mod, why not consider looking at some of my other mods?
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Marvin  [author] Mar 16, 2019 @ 1:02pm 
It makes raids scale mostly against your colonists and how good their weaponry and armour is, versus vanilla, which scales according to whatever kind of wealth is in your colony. So, easier, but if you find it too easy you can adjust the default settings upward.
JAWS Mar 16, 2019 @ 12:55pm 
Does this mod makes the Vanilla game easier or more difficult?
Nolt Mar 7, 2019 @ 11:01pm 
Great mod, I can only suggest to lift the percentage limits at the mod settings.
Marvin  [author] Nov 18, 2018 @ 4:10pm 
It changes threats so that they are scaled more in line with your difficulty level and your colony's readiness to fight. It means that the 'wealth management' that some players practice is no longer needed.
Notaloli Nov 18, 2018 @ 3:26pm 
Whats the purpose of this mod?
Jayeee Oct 19, 2018 @ 6:25am 
you the best Marv , tyyyy
Marvin  [author] Oct 19, 2018 @ 1:12am 
The 1.0 version is now available, see the link above.
Jayeee Oct 18, 2018 @ 5:58pm 
Huzzah nice mod
Jaxx - pshoooo Oct 18, 2018 @ 5:25pm 
alright, that sounds good! i can't wait. love everything you've made, as i've said on your other mods.
Marvin  [author] Oct 18, 2018 @ 5:21pm 
Tynan hasn't given us a way to specify multiple target versions, sorry.

I am getting ready to release the 1.0 versions of my B19 mods, so that will solvle that problem.