AI storytellers are driving the gameplay and their choices will affect the story of your colony, but will never entirely disallow events because of population. They create events like pirate raids, resource drops, or animal attacks.
The one that you choose will make decisions about what events it wants you to encounter and when based on the situation you are currently in and on the biases of that particular AI.
The difficulty is selected separately from the storyteller, but both are changeable mid-game.
AI Storytellers[]
Cassandra Classic[]
Cassandra Classic is the default storyteller. Challenges start easy with a single manhunter animal/single raider, and become increasingly more difficult over time and as wealth increases. She gives time in between raids to recover, but can hit very hard, especially on the higher difficulty settings. Players generally find Cassandra more difficult than Randy, because she tends to give less peace in between the increasingly tougher raids.
Phoebe Chillax[]
Phoebe Chillax, is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids means huge spikes of difficulty and troubles equipping your pawns with weapons and armors.
Randy Random[]
Randy Random, is a wild storyteller whose main characteristic is triggering challenges at any time of any difficulty, to the extent of launching several dangerous threats all at the same time or consecutively.
Options[]
Threats[]
| Options | Description | Value options |
|---|---|---|
| Threat scale | Adjust the size of threats like raids (using raid points) and infestations, and the difficulty of quests. | 0% - 500% |
| Major threats | Allow major threats such as raids, infestations, manhunter packs, crashed mechanoid ships and more. | Toggle |
| Quests threats | Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. | Toggle |
| Intro threats | Enable the fixed intro threats that appear near game start. | Toggle |
| Predators hunt humans | Allow wild predators to hunt humans. | Toggle |
| Extreme weather | Allow extreme weather incidents such as toxic fallout, volcanic winters and flashstorms. | Toggle |
Economy[]
| Options | Description | Value options |
|---|---|---|
| Harvest yield | Adjust the amount of materials produced when harvesting plants and crops. This includes harvesting plants and cutting trees. | 0% - 500% |
| Mining yield | Adjust the amount of materials produced when mining. | 0% - 500% |
| Butchering yield | Adjust the amount of materials produced when butchering. This includes meat, leather, and yield from shredding mechanoids. | 0% - 500% |
| Research speed | Adjust the speed of research. | 0% - 500% |
| Quest rewards | Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. | 0% - 500% |
| Raid loot | Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. | 0% - 500% |
| Trade price disadvantage | When trading, buy prices are increased by this amount while sell prices are reduced by this amount. | 0% - 50% |
| Turret rearm cost | Adjust the cost of rearming turrets. | 1% - 100% |
| Scaria rot chance | The probability that a corpse will immediately rot upon death, if the creature has the scaria disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. | 0% - 100% |
| Enemy death on downed | Adjust the extra chance that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. | 0% - 100% |
General[]
| Options | Description | Value options |
|---|---|---|
| Colonist mood | A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. | -20 - +20 |
| Food poison chance | Adjust the chance that a person will get food poisoning from eating a potentially-poisoned meal. | 0% - 500% |
| Animal revenge chance | Adjust the chance that injuring a wild animal will cause it to attack. | 0% - 500% |
| Infection chance | Adjust the chance that a wound will become infected. | 0% - 500% |
| Disease frequency | Adjust the frequency of random disease events. | 0% - 500% |
| Insect spawning rate | Adjust the rate at which existing insect hives spawn new insects. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. | 0% - 500% |
| Deep drilling infestations | Adjust the chance that deep drilling will trigger an infestation. | 0% - 500% |
| Friendly fire | Adjust the chance of friendly fire. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. | 0% - 100% |
| Colonist instant kills | Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. | 0% - 100% |
| Map generation ancient threats | Ancient structures may contain dangerous threats. | Toggle |
| Map generation natural hives | Dormant insect hives may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. | Toggle |
Player tools[]
| Options | Descriptions | Value options | |
|---|---|---|---|
| Player can built spike traps | Player can build traps like spike traps and IED traps. | Toggle | |
| Player can built turrets | Player can build static turrets like mini-turrets, autocannon turrets, and uranium slug turrets. You can still use captured turrets even if this is disabled. | Toggle | |
| Player can built mortars | Player can build mortars. You can still use captured mortars even if this is disabled. | Toggle | |
| Classic mortars | Mortars will not require reinforced barrels to construct or reload, and are balanced for this ease of access.
With "classic {{subst:lc:Mortars}"}, mortars are as they were before 1.3. Namely:
|
Toggle |
Adaptation[]
| Options | Descriptions | Value options |
|---|---|---|
| Adaptation growth rate | Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. | 0% - 100% |
| Adaptation impact | Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. | 0% - 100% |
| Wealth-independent progress mode | Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. | Toggle |
| Years until maximum threat | The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. | 1 - 20 |
Difficulty[]
| Name | Threat scale | Colonist mood bonus | Base sell price multiplier | Crop yield multiplier | Disease interval multiplier | Enemy reproduction rate factor |
|---|---|---|---|---|---|---|
| Peaceful | 0.10 | +10 | 1.00 | 1.20 | 3 | 0.1 |
| Community builder | 0.30 | +10 | 1.00 | 1.20 | 2.5 | 0.15 |
| Adventure story | 0.60 | +5 | 1.00 | 1.00 | 1.5 | 0.5 |
| Strive to survive | 1.00 | 0 | 1.00 | 1.00 | 1.0 | 1.0 |
| Blood and dust | 1.55 | -5 | 0.90 | 0.95 | 0.95 | 1.0 |
| Losing is fun | 2.20 | -10 | 0.80 | 0.80 | 0.9 | 1.0 |