I guess, i ll report this here as well (already posted at dev discord, but since there s no unstable build active...) - quest type Problem Causer from Royalty has severe balancing issues. It has two possible threats - pirate outpost and a mechanoid cluster. In case of a mechanoid cluster it will always spawn with just one mini-slugger turret and a single sleeping mechanoid. It can have 1-2 another buildings, like a shield, a node or an activator of some kind, but defensive force will always be pathetic be it with 500 wealth or 500 000.
This is verified with a modlist of just Core, Royalty and Ideology DLC. Pirate outposts do scale, mechanoid clusters do not.
Which brings a second issue - pirate outposts scale of proportion, spawning 40-50 dudes in a single wooden shack vs a colony of 25 people. That would be fair if it was a raid on the player where he has his defenses helping him out, but outside, on a small temporary map with only some bushes for cover against 50 pirates? Would be nice if someone took a balancing pass on Problem Causer quest type.
It has the potential to be a complete game ender - if the game decided to place an EMI Dynamo with twice more guards than i have colonists, that is basically either a game over, or i ll have to migrate to another world tile. That is more than a little bit broken.
Reproduction steps:
1) Start a new game
2) Use dev option Make full colony
3) increment 4 seasons just in case
4) DoMapIncident x10 - > Problem Causer.
5) Visit several outposts to see how guard force differs massively
Every pirate outpost spawned will have 50ish guys. Every mech cluster will have a single turret and a single mechanoid.
This is verified with a modlist of just Core, Royalty and Ideology DLC. Pirate outposts do scale, mechanoid clusters do not.
Which brings a second issue - pirate outposts scale of proportion, spawning 40-50 dudes in a single wooden shack vs a colony of 25 people. That would be fair if it was a raid on the player where he has his defenses helping him out, but outside, on a small temporary map with only some bushes for cover against 50 pirates? Would be nice if someone took a balancing pass on Problem Causer quest type.
It has the potential to be a complete game ender - if the game decided to place an EMI Dynamo with twice more guards than i have colonists, that is basically either a game over, or i ll have to migrate to another world tile. That is more than a little bit broken.
Reproduction steps:
1) Start a new game
2) Use dev option Make full colony
3) increment 4 seasons just in case
4) DoMapIncident x10 - > Problem Causer.
5) Visit several outposts to see how guard force differs massively
Every pirate outpost spawned will have 50ish guys. Every mech cluster will have a single turret and a single mechanoid.