294 ratings
Combat Readiness Check
Mod, 1.0
File Size
0.131 MB
Oct 19, 2018 @ 12:42am
Aug 10, 2019 @ 11:52pm
3 Change Notes ( view )

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Combat Readiness Check

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 calculation
  • 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).

Colonist calculation
  • Colonists by default count for 45 points (vanilla: starts at 40 points and increases to 110 depending on colony 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).

Processing points

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).

Extra features

  • 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.
  • Added buttons to change between a few default settings - Fair, This is fine, Feels bad man, Pain train.
  • Extended the max range of possible adjustment to 800% for percentage settings.

Current version: 1.2.0

Please ask me before re-uploading this mod.

Don't comment asking when the mod will update.

Comments regarding mod updates have become a nuisance. I can understand that people get excited and post before they think or read, but I have social media, go and check there to see if I have posted about RimWorld. You will be saving me a lot of time.


Go to the Beta 19 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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Highlandman Oct 8 @ 2:17pm 
@Mlie Hi, thanks for the update. Do you know if this mod in compatible with Rim War?
Mlie Sep 30 @ 1:17am 
Hare is a working 1.0/1.1/1.2 version. Hopefully you can use it to update this version easier!
Hope it helps!
k0555230 Sep 14 @ 12:06pm 
there seem to be some issues with dubs hygiene mod.
when i load combat readiness with it dubs mod breaks while it runs fine without
Hiroyan495 Jul 30 @ 11:38am 
Did they change the formula for the threat point calculation that is listed on the RimWorld wiki?

P = (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R

"Where C is the number of colonists that your base has; iW is the base's item wealth; bW is the base's building wealth; sR is the short-term ramp-up factor; lR is the long-term ramp-up factor; D is the difficulty's threat scale factor (i.e. points multiplier); T is based on the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced; and R is based on the strategy that the raiders are using."
Wuren Jul 6 @ 12:47pm 
It really was. A shame it doesn't work anymore
Sinful Jun 28 @ 8:29pm 
Hope you get around to updating it sometime, was such a great mod :3
bungus May 27 @ 8:27pm 
Its a shame that you've abandoned this mod, was one of my favorites.
Marvin  [author] May 13 @ 8:48pm 
Mods which have their own C# code need to be recompiled against a new framework and for 1.1 at a bare minimum so, no, the 1.0 version won't work in 1.1. Sorry.
Baiganx May 12 @ 10:30pm 
Has anyone tried using this in 1.1? Wondering if it can still be used.
Side1iner Apr 29 @ 9:31am 
@Viper: Thanks! Better than nothing, althoug it doesn't really cut it compared to CRC... Still hoping we'll get an update sooner or later!