The Health Bar is only changed due to temporary wounds. The shading of the displayed Health Bar will be changed. When below full health, Pawns have reduced Pawn Points. While at full health bar, Pawns contribute 100% of their Pawn Points. When at full health, the bar will display "Healthy" and be fully colored. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. Health: The Pawn Point value of all applicable "pawns", including animals and mechs, is scaled based on their Health Bar.Then, from 50% at 13 it rises linearly until 100% at age 18. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Children have a multiplier based on age.Babies have a 0% modifier and thus add no pawn points.Pawns in cryptosleep have a 30% multiplier.Slaves have a 75% multiplier to pawn points.Remember that storyteller wealth also increases wealth points.Ĭertain factors can modify the effective colonist count. Going from 10 to 11 colonists would add 15 + (wealth - 10,000) / 3,120 raid points.At 10 healthy colonists, 1 pawn point would be worth 312 storyteller wealth.At 10 healthy colonists, 3,120 storyteller wealth would give 10 raid points through pawn points.So at the 10k to 400k threshold, 1 pawn point is worth 3,120 / (effective colonist count) storyteller wealth.Īssuming the same 10k to 400k wealth threshold: This can be simplified into 15 + (wealth - 10,000) / (3,120) points per colonist.īetween 10k to 400k Storyteller Wealth, every $1 of wealth gives 1 / 3,120 pawn points per effective colonist. Between 10k to 400k Storyteller Wealth, each colonist gives 15 + points. At 400,000 "Storyteller Wealth", each colonist counts for 140 points. The result may be modified based on a few additional factors.įrom 0 to 10,000 "Storyteller Wealth", each full colonist counts for 15 pawn points. Human pawn points are determined using the following chart. Prisoners and temporary colonists from other factions (called "Quest Lodgers") do not count towards Pawn Points. Only free pawns of the player's faction on the map tile count. Rimworld's code labels these creatures as "pawns." "Pawn Points" is an addition to any "Wealth Points" given by the pawn's Market Value. "Pawn Points" is a points total given based on your Colonist count, Slaves, Children, Trainable Animals, and player controlled Mechs. Further wealth has no affect on Raid Points. Wealth also has an impact on pawn points see below for details.Īt 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Between 14k and 400k wealth, every $1 of storyteller wealth increases "Wealth Points" by (2,400 - 0) / (400,000 - 14,000) points.Īt the 14k to 400k threshold, 1 raid point would be worth ~ 160.83 storyteller wealth from wealth points. At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". "Base Points" is the Raid Point total.Īt 14,000 "Storyteller Wealth" and below, there are "0 Wealth Points". Then, back on the main Rimworld screen, hit the Magnifying Glass button. Hit the 3rd button, "Open the View Settings", and check "Write Storyteller". Players on PC version of the game can view their raid points by turning on Development mode. The "Adaption Factor" is an exception and is shared across multiple settlements. Separate colonies have separate and independently calculated Raid Point totals. Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile. This is the motivation behind wealth management strategies.Įach map and caravan is calculated mostly independently. Despite this complexity, the two most significant player-controlled factors can be identified as total colony wealth and total colonist count. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome. Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. Raid Points = ( Wealth Points + Pawn Points) * ( Difficulty) * ( Starting Factor) * ( Adaption Factor) Quests and the storyteller Randy Random multiply raid size after the point cap is applied both can allow raids to be larger in size. The size of 10,000 Raid Point raids is approximately 250 Tribals, 100 Pirates, 66 Scythers, or 25 Centipedes. For example, if the storyteller has 180 raid points, then it can potentially send out 3 "Warrior" raiders, worth 60 Combat Power each. More points to spend mean more enemies that appear. The combat power of each enemy type can be seen in tables on the Raider page. Raid Points are spent by the storyteller to purchase raiders based on Combat Power. Raid Points are a mechanic used to determine the size of raids, other major threats, quests, and certain other events.
0 Comments
Leave a Reply. |