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{{Stub|reason=Some [[ideoligion]]s make you start with additional research, e.g. bloodfeeders and electricity. Should be noted and any others identified}}
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[[File:ChooseScenario.png|500px|thumb|Default scenario choosing window, with the [[Biotech DLC]] installed and one custom-set scenario.]]
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[[File:ChooseScenario.png|200px|thumb|Default scenario choosing window, with one custom-set scenario.]]
  
 
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).
 
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game).
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There are some significant differences between the New Tribe and New Arrivals scenarios.  
 
There are some significant differences between the New Tribe and New Arrivals scenarios.  
  
=== Research ===
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===Research===
The most significant difference is the starting [[research]] and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.
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The most significant difference is the starting [[research]] and the long term effects on research speed. New tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that that custom and default scenarios may also add additional technologies to these lists.
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Furthermore, new tribes start with a tech level of "Neolithic" while new arrivals begin with a tech level of "Industrial". This increases the research needed for new tribes to research technologies above neolithic, with the penalty increasing as the tech level does. Note that a great majority of techs on the research tree are classified as Industrial or higher.
  
Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research needed for new tribes to research technologies above neolithic, with the penalty increasing as the tech level does. Note that a great majority of techs on the research tree are classified as Industrial or higher.
 
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{| class="wikitable" style=display:inline-table
 
|-
 
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* [[Research#Nutrient paste|Nutrient Paste]]
 
* [[Research#Nutrient paste|Nutrient Paste]]
 
|}
 
|}
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{| class="wikitable" style=display:inline-table
 
|-
 
|-
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| style="text-align: center | 100% || style="text-align: center | 200%
 
| style="text-align: center | 100% || style="text-align: center | 200%
 
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===Other differences===
 
===Other differences===
{{Stub|section=1|reason=Ideology drum/dance party access}}
 
 
* Tribals forage 70% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
 
* Tribals forage 70% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
* Tribals can build the [[hoopstone ring]] and [[Game-of-Ur board]]. Arrivals can build the [[horseshoes pin]] and [[chess table]].
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* For basic [[recreation]], tribals construct the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the more advanced [[horseshoes pin]] and [[chess table]] that New Arrivals can construct. The chess table require twice as many materials and more work to create but provides more recreation, while the horseshoe pin is simply a cheaper but equally effective hoopstone ring. Colonies can trade with tribes or outlanders to purchase [[recreation]] items that they are unable to craft themselves.
** Hoopstone rings cost twice the material as horseshoes pins, for no meaningful difference beyond also requiring a [[Sight]] above 0% to use. The Game-of-Ur board costs half the material of a chess table, but provides less recreation.
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* Tribals can craft [[tribal headdress]]es and [[war mask]]s, headgear that no other scenarios are able to craft. War masks are easy to craft early on and provide a greater increase to [[Pain_Shock_Threshold|pain threshold]] to colonists. New Arrivals will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.
* Tribals can craft the [[tribal headdress]] and [[war mask]].
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* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] prisoners from other [[Tribes|tribal factions]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]]. {{Check Tag|How much harder?}}
* Tribals have a harder time recruiting from [[Factions#Pirates|outlanders and pirates]], and Arrivals have a harder time recruiting from [[Tribes|tribal factions]]. Recruitment difficulty is increased by 32%, which increases prisoner resistance (see [[Prisoner#Starting_resistance|Starting Resistance]] for details).
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* This relationship is switched for New Arrivals, who have an easier time recruiting pirates and outlanders, and more difficulty recruiting tribals.{{Check Tag|How much harder?}}
* Tribal starting pawns:
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* Tribal starting pawns will all have [[Backstories|backstories]] from the "Tribal" category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}. They also have a 2% chance to have one of the following artificial body parts: {{Tag List|value=50|techHediffsTags|Poor}}
** Will all have [[Backstories|backstories]] from the "Tribal" category, which often have the Natural [[meditation focus]]. This allows most tribals to meditate at the [[Anima tree]]{{RoyaltyIcon}}.
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* New arrivals starting pawns will all have [[Backstories|backstories]] from the "Offworld" category. They also have a 3% chance to have one of the following artificial body parts: {{Tag List|value=800|techHediffsTags|Poor|Simple|ImplantEmpireCommon}}
*** Any [[children]]{{BiotechIcon}} of a tribe also gain the natural meditation focus, unless [[Growth vat|Vatgrown]] for enough time.
 
** Have a 2% chance to have one of the following artificial body parts: {{Tag List|value=50|techHediffsTags|Poor}}
 
* New arrivals starting pawns:
 
** Have [[Backstories|backstories]] from the "Offworld" category.  
 
** Have a 3% chance to have one of the following artificial body parts: {{Tag List|value=800|techHediffsTags|Poor|Simple|ImplantEmpireCommon}}
 
  
 
==Default Scenarios==
 
==Default Scenarios==
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* Start with basic supplies
 
* Start with basic supplies
 
** 800 [[silver]]
 
** 800 [[silver]]
** 50 [[packaged survival meal]]s (around 8 days worth of food)  
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** 50 [[packaged survival meal]]s (around 6.25 days worth of food)  
 
** 30 [[component]]s
 
** 30 [[component]]s
 
** 30 [[medicine]]
 
** 30 [[medicine]]
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* Start with basic supplies
 
* Start with basic supplies
 
** 200 silver
 
** 200 silver
** 400 [[pemmican]] (slightly more than 2 day's worth of food, 300 pre-Beta 19)
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** 400 [[pemmican]] (slightly more than one day's worth of food, 300 pre-Beta 19)
 
** 20 [[herbal medicine]]
 
** 20 [[herbal medicine]]
 
* Start near basic building materials
 
* Start near basic building materials
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*Start with one person, chosen from eight
 
*Start with one person, chosen from eight
 
** They will always be a [[mechanitor]]
 
** They will always be a [[mechanitor]]
** They will always have the [[Recluse]] trait, and never have the [[Body purist]], [[Psychically dull]], or [[Psychically deaf]] traits.
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** They will always have the [[Recluse]] trait, and never have the [[Body purist]] trait.
 
** They will always be [[Incapable|capable]] of [[Intellectual]]  
 
** They will always be [[Incapable|capable]] of [[Intellectual]]  
 
** They will be [[#New Tribe vs New Arrivals|New Arrivals]]
 
** They will be [[#New Tribe vs New Arrivals|New Arrivals]]
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* Start with supplies
 
* Start with supplies
 
** 2,000 [[silver]]
 
** 2,000 [[silver]]
** 30 [[packaged survival meal]]s (around 15 days worth of food)
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** 30 [[packaged survival meal]]s
 
** 10 [[components]]
 
** 10 [[components]]
 
** 30 [[Hemogen pack]]
 
** 30 [[Hemogen pack]]
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** 1 [[Quality|Masterwork]] [[Steel]] [[Longsword]]
 
** 1 [[Quality|Masterwork]] [[Steel]] [[Longsword]]
  
===The Anomaly===
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==Scenario editor==
{{Anomaly|section=1}}
 
{{Spoiler}}
 
'''Summary:''' Three researchers and a ghoul investigate an ancient monolith.<br>
 
'''Description:''' Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
 
 
 
Note: This is a difficult scenario and is not recommended for new players.
 
*Start with one ghoul and three colonists.
 
** They will be a '''Research Expedition''' (the same as [[#New Tribe vs New Arrivals|New Arrivals]], but with labcoats and relevant backstories)
 
** They have a 4% chance{{Check Tag|Each?}} of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
 
** Arrive in drop pods
 
* Start with technology already researched
 
** [[Research#Security door|Security door]]
 
** [[Research#Battery|Battery]]
 
* Start with supplies
 
** 50 [[packaged survival meal]]s (around 16 days worth of food)
 
** 100 [[twisted meat]]
 
** 45 [[medicine]]
 
** 45 [[component]]
 
** 1 [[holding platform]]
 
** 1 [[proximity detector]]
 
** 2 [[Quality|normal]] [[textbook]]s
 
** 1 [[Quality|good]] [[tome]]
 
** 1 [[Quality|normal]] [[pump shotgun]]
 
** 1 [[Quality|normal]] [[Steel]] [[knife]]
 
** 1 [[shard]]
 
** 2 [[turret pack]]s
 
** 100 [[bioferrite]]
 
** 250 [[wood]]
 
** 800 [[steel]]
 
** 70 [[plasteel]]
 
* Various resources scattered around the map
 
** 5 [[ship chunk]]s
 
** 700 [[steel]]
 
* Incident set to occur
 
** ghoul transport pod crash after 12-15 days
 
* the [[monolith]] is activated from the start
 
 
 
== Scenario editor ==
 
 
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]
 
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]
 
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.
 
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.
  
=== Edit mode ===
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===Edit mode===
  
 
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.
 
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.
  
==== Mandatory parts ====  
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====Mandatory parts====
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* (B) denotes Biotech DLC-exclusive scenario
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
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|-
 
|-
! Starting people {{BiotechIcon}}
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! Starting people (B)
 
| The number of people you will start with and what kind of xeno races. (More can be added)
 
| The number of people you will start with and what kind of xeno races. (More can be added)
 
| Number (max 10)<br>Racetype<br>Required? (Cannot go below 1)
 
| Number (max 10)<br>Racetype<br>Required? (Cannot go below 1)
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</li><div>
 
</li><div>
  
==== Voluntary parts ====
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====Voluntary parts====
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* (B) denotes Biotech DLC active required to show up.
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Part name
 
! Part name
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|-
 
|-
 
! Allowed age range
 
! Allowed age range
| The biological age range of your starting colonists.
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| The biological age range of your colonists.
 
| Number slider (min 15, max 120)
 
| Number slider (min 15, max 120)
  
 
|-
 
|-
 
! Characters explode on death
 
! Characters explode on death
| Self explanatory. Number determines radius.
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| Self explanatory.
 
| Number (max 1000000000) and type of explosion (bomb or flame)
 
| Number (max 1000000000) and type of explosion (bomb or flame)
  
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| Creating of an incident for the colony, with the option to repeat every X days.
 
| Creating of an incident for the colony, with the option to repeat every X days.
 
| Number (max 1000000000)<br />Repeat checkbox
 
| Number (max 1000000000)<br />Repeat checkbox
 
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|-
 
|-
! Disable exostrider remains {{BiotechIcon}}
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! Disable exostrider remains (B)
 
| Disable chance of exostrider remains showing up. Recommended not to start without [[Mechanitor]] as this disables the ability to get the required implant for Mechanoid control.
 
| Disable chance of exostrider remains showing up. Recommended not to start without [[Mechanitor]] as this disables the ability to get the required implant for Mechanoid control.
 
| None (Only can be added once)
 
| None (Only can be added once)
 
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|-
 
|-
 
! Disable incident
 
! Disable incident
 
| Disabling of an incident for the colony.
 
| Disabling of an incident for the colony.
| Any incident
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| Every incident
  
 
|-
 
|-
 
! Disallow building
 
! Disallow building
 
| Disallows a building from being built.
 
| Disallows a building from being built.
| Any building
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| Every building
  
 
|-
 
|-
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|-
 
|-
! Start with mechanoid{{BiotechIcon}}
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! Start with mechanoid (B)
 
| Makes the game start you with the specified controllable mechanoids
 
| Makes the game start you with the specified controllable mechanoids
 
| Number (max 100000000000)<br>Mechanoid
 
| Number (max 100000000000)<br>Mechanoid
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* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.
 
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.
 
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.
 
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.
* [[Version/0.19.2009|0.19.2009]] - Naked Brutality scenario added.
 
 
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.  
 
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.  
* [[Version/1.4.3555|1.4.3555]] - Fix: You can start as a psychically deaf mechanitor.
 
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at tribal game start don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}
 
 
 
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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