Raid Points are spent by the storyteller to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the Raider page. More points to spend mean more enemies that appear. For example, if the storyteller has 180 raid points, then it can send out 3 "Warrior" raiders, worth 60 Combat Power each.
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 Tribals, 100 Pirates, 66 Scythers, or 25 Centipedes. Quests and the storyteller Randy Random multiply raid size after the point cap is applied; both can allow raids to be larger in size.
|Raid Points = (Wealth Points + Pawn Points) * (Difficulty) * (Starting Factor) * (Adaption Factor)|
|Raid Points = (f(Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) + g(Colonists Count + Trainable Animals Count + (Slaves Count * 0.75))) * (Difficulty) * (Starting Factor) * (Adaption Factor)|
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. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome. Despite this complexity, the two most significant player-controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind wealth management strategies.
Each map and caravan is calculated mostly independently. Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile. Separate colonies have separate and independently calculated Raid Point totals. The "Adaption Factor" is an exception and is shared across multiple settlements.
Viewing raid points
One can view their raid points by turning on Development mode. Hit the 3rd button, "Open the View Settings", and check "Write Storyteller". Then, back on the main Rimworld screen, hit the Magnifying Glass button. "Base Points" is the Raid Point total.
A player can view their Wealth by hitting the History menu and going to the Statistics tab. The game considers "Colony Wealth (buildings)" at only 50% for the purpose of calculating Raid Points. Instead of using "Colony Wealth (this map)", the game uses "Storyteller Wealth". Note that pawns count for their wealth values in addition to their pawn points, with the exception of temporary colonists from quests which count for neither.
|"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))|
"Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points".
At 14,000 "Storyteller Wealth" there are "0 Wealth Points". At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by
(2,400 - 0) / (400,000 - 14,000) per wealth. This means that 1 point is worth 160.83 wealth at this threshold.
At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Further wealth has no affect on Raid Points.
"Pawn Points" is a points total given based on your Colonist count, Slaves, Children, Trainable Animals, and player controlled Mechs. Rimworld's code labels these creatures as "pawns." "Pawn Points" is an addition to any points that "pawns" give based on their Market Value via "Wealth Points." Only free pawns of the player's faction on the map tile count. Prisoners and temporary colonists from other factions (called "Quest Lodgers") do not count towards Pawn Points.
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.
From 0 to 10,000 "Storyteller Wealth", each Colonist counts for 15 points. At 400,000 wealth, each Colonist counts for 140 points. In between 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.
- Slaves have a 75% multiplier to pawn points.
- Pawns in cryptosleep have a 30% multiplier.
- Babies have a 0% modifier and thus no pawn points.
- Children have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.
- Health: The Pawn Point value of all applicable "pawns", including animals and mechs, is scaled based on their Health Bar. 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. When at full health, the bar will display "Healthy" and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at "Full Health" and contributes full Pawn Points.
The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for "Pawn Points": num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);
- Tamed animals that can learn "Attack" count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth. Attack doesn't have to be trained, only possible to be trained. "Combat Power" is not affected by the age of the animal: baby animals that can attack count as adults for "Pawn Points". Downed animals do not count.
Player controlled Mechs:
- Friendly mechanoids count for 20% to 40% of their Combat Power; this value is scaled by Storyteller Wealth. Dormant mechs count. Recharging mechs count. Downed, dead or destroyed mechs do not count.
"Combat Power" for Mechs and Animals is
Difficulty is solely the "Threat Scale" number. Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing "Custom" difficulty allows Threat Scale to range from 0% to 500%.
|Strive to survive||1.00|
|Blood and dust||1.55|
|Losing is fun||2.20|
The "Starting Factor" factor means that the start of the game is made easier. After 40 days, there is essentially no "Days Passed" factor because the factor is 1.
The "Days Passed" factor is a defined chart.
|Days Passed||Starting Factor|
At 10 Days, and earlier, the factor is .7. At 40 Days, and all dates after, the factor is 1.
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly. Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers. Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.
Biotech DLC - Player-controlled mechs do not count for the Adaption Factor. Children that can walk do fully count towards the Adaption factor.
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10". The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries. Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated. In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30". Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
The "Adaption Impact" in the custom Storyteller Settings adjusts how much the game considers the "Adaption Factor". If "Adaption Impact" is set to 0% the "Adaption Factor" is effectively turned off. The Adaption Factor has a maximum range of 0.4 to 1.47. By default "Losing is Fun" has "Adaption Impact" set to 40%. At "40% Adaption Impact" has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.
The "Adaption Growth Rate" in the custom difficulty options controls how fast the "Adaption Factor" grows over time. On "Losing is Fun", the "Adaption Growth Rate" is set to the maximum speed.
The "Adaption Factor" starts at 0.8. The "AdaptDays" starts at 0. There is a grace period of 30 days before the "AdaptDays" can go above 0. Every 12 hours (or 30,000 game ticks), the game checks how many "AdaptDays" to add. The game takes the current "AdaptDays" and looks at the following chart. Each value shown is halved. The halving occurs because the check is done every 12 hours, which means it happens twice a day.
|Graph||Current AdaptDays||AdaptDays Added|
When a colonist dies an amount of "AdaptDays" are removed based on your population. Here's the Chart:
When a colonist is downed a different amount of "AdaptDays" are removed based on your population. Here's that chart:
"Adapt Days" have a minimum value of -60 and a maximum value of 100. "AdaptDays" are taken to a chart to determine "Adaption Factor". Here's that chart:
|Current AdaptDays||Adaption Factor|
The chart goes beyond the maximum potential "AdaptDays" value. Even though the chart goes up to 180 "AdaptDays" and 2.0 "Adaption Factor", "Adaption Factor" cannot reach that point. At the maximum value of 100 "AdaptDays", the "Adaption Factor" is 1.47.
The "Adaption Factor" is shared across multiple map tiles.
- Storytellers may have a "randomPointsFactorRange" to modify raid size. Randy Random will randomly increase or decrease the raid point value by 50% to 150% for each event. Cassandra Classic and Phoebe Chillax will not do any further modification.
- The type of major threat can modify raid size. Sappers and center drop pod raids will be smaller than expected. Manhunter packs will be larger than expected.
- Raids caused by the ship reactor's activation will always have a minimum of 500 raid points, regardless of threat scale (or any other factor to raid points). The Royal Ascent quest also has a similar minimum point requirement.
Wealth independent mode
"Wealth Independent" mode is another option in the "custom" section of the "Storyteller Settings". Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
This chart is for the default choice of "Years until Max Threat: 12". Changing the "Years Until Maximum Threat" slider sets the year that the 1,000,000 wealth value will be assigned. For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned. If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.
The Wealth Independent Mode timer is exclusive to each map tile. Each map tile starts the timer at 0. Changing map tiles will reset the Wealth Independent mode timer.
- 1.2.2719 - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.
- 1.3.3287 - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.