Settling Additional Tile, and Leaving it Empty, Drastically Reduces Raids
I guess this is technically an item about balancing, and not strictly speaking a malfunction, but it seems pretty significant, and I wasn't sure where else to open it.
My guess is that the storyteller first decides how often / when to send a raid, and after that, decides which map tile to send it against (if there is more than one settled map tile).
This opens up a host of balancing concerns -- it is super easy to grab four different colonists, arm each with maximized weapons and armor, send each to settle a different surrounding tile, and drastically reduce the number of significant raids against the primary base.
Furthermore, the colonist is not even strictly necessary -- it is possible to caravan to a surrounding tile, settle it, and then caravan everybody back home (leaving an empty, settled tile with near-zero wealth). The storyteller will still try to drop raids on these tiles, which often fail completely now, citing errors to the log similar to these:
Despite the fact that these raids entirely fail to launch, it appears they still correspondingly reduce the frequency of raids against the primary colony.
In the minimum short term, the storyteller needs a reasonable lower limit on when it will send a raid against a tile, and in those cases, should redirect the raid to a qualifying tile.
In the longer term, the storyteller balancing needs to be reconsidered when multiple tiles are in play. The most nuclear solution would be to treat each tile separately and give them each their own independent incident frequencies, instead of splitting the incidents amongst the tiles.
I guess this is technically an item about balancing, and not strictly speaking a malfunction, but it seems pretty significant, and I wasn't sure where else to open it.
My guess is that the storyteller first decides how often / when to send a raid, and after that, decides which map tile to send it against (if there is more than one settled map tile).
This opens up a host of balancing concerns -- it is super easy to grab four different colonists, arm each with maximized weapons and armor, send each to settle a different surrounding tile, and drastically reduce the number of significant raids against the primary base.
Furthermore, the colonist is not even strictly necessary -- it is possible to caravan to a surrounding tile, settle it, and then caravan everybody back home (leaving an empty, settled tile with near-zero wealth). The storyteller will still try to drop raids on these tiles, which often fail completely now, citing errors to the log similar to these:
Code Select
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 5.478053 points.
Despite the fact that these raids entirely fail to launch, it appears they still correspondingly reduce the frequency of raids against the primary colony.
In the minimum short term, the storyteller needs a reasonable lower limit on when it will send a raid against a tile, and in those cases, should redirect the raid to a qualifying tile.
In the longer term, the storyteller balancing needs to be reconsidered when multiple tiles are in play. The most nuclear solution would be to treat each tile separately and give them each their own independent incident frequencies, instead of splitting the incidents amongst the tiles.