Difference between revisions of "Quests"

From RimWorld Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 
{{stub}}
 
{{stub}}
  
World quests are a new class of incidents added in Alpha 17. They don't affect any of your bases directly, and to interact with them, youmust send out a caravan to investigate.
+
World quests are a new class of incidents that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.
 
 
They will be expanded in Alpha 18 with more incidents incoming.
 
  
 
== Bandit camp opportunity ==
 
== Bandit camp opportunity ==
Line 24: Line 22:
  
 
The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.
 
The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.
 +
 +
== Peace talks opportunity ==
 +
 +
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.
 +
 +
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.
 +
 +
Bringing along prisoners to release has no effect on the outcome.
 +
 +
=== Outcome chances ===
 +
 +
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
 +
 +
*At 0% power, the bad outcome factor is 4.
 +
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
 +
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
 +
 +
The new weight of each outcome is calculated afterwards.
 +
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)
 +
*Success = 0.55 * ( 1 / Bad Outcome Factor)
 +
*Flounder = 0.2
 +
*Backfire = 0.1 * Bad Outcome Factor
 +
*Disaster = 0.05 * Bad Outcome Factor
 +
 +
The sum total of the new weights is then calculated.
 +
 +
Finally, the probability of each outcome is calculated:
 +
 +
{{math|big=0|Probability of each outcome {{=}} New Weight ÷ Sum Total of Weights}}
 +
 +
==== Example ====
 +
 +
Take a level 15 Social negotiator as an example:
 +
 +
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
 +
#The new weight of each outcome, to 3 d.p.:
 +
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
 +
#*Success = 0.55 * ( 1 / 0.7) = 0.786
 +
#*Flounder = 0.2
 +
#*Backfire = 0.1 * 0.7 = 0.07
 +
#*Disaster = 0.05 * 0.7 = 0.035
 +
#The sum total of new weights is calculated:
 +
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 +
#Finally, the probability of each event, to 2 d.p.:
 +
#*Triumph = 0.143 / 1.234 = 11.58%
 +
#*Success = 0.786 / 1.234 = 63.69%
 +
#*Flounder = 0.2 / 1.234 = 16.21%
 +
#*Backfire = 0.07 / 1.234 = 5.67%
 +
#*Disaster = 0.035 / 1.234 = 2.84%
 +
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 09:54, 2 December 2017

World quests are a new class of incidents that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.

Bandit camp opportunity

A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.

Caravan request

A nearby faction base requests a delivery of a specific item and will give payment after delivery is complete. You will need to gather up those resources and deliver them before the time limit is up.

Item quality

Currently the base doesn't give two hoots about the quality and durability of the item you're going to give them, so you can choose to make or find some lower-quality items to give them. They will still pay you the full amount even if you bring items of Awful quality at 1% health.

Similarly, there isn't much point in going the extra mile to make quality items since they won't pay any extra for those. Save them for yourself.

Item stash opportunity

The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.

Peace talks opportunity

A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.

You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.

Bringing along prisoners to release has no effect on the outcome.

Outcome chances

The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.

  • At 0% power, the bad outcome factor is 4.
  • At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
  • At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.

The new weight of each outcome is calculated afterwards.

  • Triumph = 0.1 * ( 1 / Bad Outcome Factor)
  • Success = 0.55 * ( 1 / Bad Outcome Factor)
  • Flounder = 0.2
  • Backfire = 0.1 * Bad Outcome Factor
  • Disaster = 0.05 * Bad Outcome Factor

The sum total of the new weights is then calculated.

Finally, the probability of each outcome is calculated:

Probability of each outcome = New Weight ÷ Sum Total of Weights


Example

Take a level 15 Social negotiator as an example:

  1. The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
  2. The new weight of each outcome, to 3 d.p.:
    • Triumph = 0.1 * ( 1 / 0.7) = 0.143
    • Success = 0.55 * ( 1 / 0.7) = 0.786
    • Flounder = 0.2
    • Backfire = 0.1 * 0.7 = 0.07
    • Disaster = 0.05 * 0.7 = 0.035
  3. The sum total of new weights is calculated:
    • 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
  4. Finally, the probability of each event, to 2 d.p.:
    • Triumph = 0.143 / 1.234 = 11.58%
    • Success = 0.786 / 1.234 = 63.69%
    • Flounder = 0.2 / 1.234 = 16.21%
    • Backfire = 0.07 / 1.234 = 5.67%
    • Disaster = 0.035 / 1.234 = 2.84%