Research-Based Raids Difficulty
[b]This mod shifts the storyteller's focus from Wealth to Research.
In vanilla RimWorld, raid size is primarily driven by colony wealth. But why would high-tech mechanoids or elite mercenaries underestimate a colony that just unlocked Pulse Munitions and Cataphract Armor simply because they haven't hoarded enough silver yet?[/b]
[hr]
Features
[list]
[*] [b]Knowledge is Danger:[/b]
Raid points now scale based on your total completed research.
[*] [b]Tech-Level Weighting:[/b]
Not all research is equal. Industrial and Spacer techs increase threat points significantly more than Neolithic or Medieval ones.
[*] [b]Customizable Blacklist/Whitelist:[/b]
Take total control over what drives your threat score. Use Blacklist mode to exclude specific techs from your difficulty calculation, or Whitelist mode to count only the projects you choose.
[*] [b]Research-Only Scaling (Default: Disabled):[/b]
You can toggle the mode to calculate raid points solely by research, completely ignoring colony wealth for a unique progression challenge.
[*] [b]Fully Customizable:[/b]
Use a adjustable range (e.g., 0.5x to 2.0x) to scale difficulty. Want a primitive start to be a breeze? Set a low minimum. Want the endgame to be a nightmare? Crank up the max.
[*] [b]Saturation Point:[/b]
Set a ratio (like 80%) where the mod considers your tech level "max difficulty"—no need to research every single project to hit the cap.
[*] [b]Optimized Performance:[/b]
Scores are cached and only recalculated when you finish a project or load a save. Zero impact on your TPS.
[/list]
[hr]
Why was this made?
In vanilla RimWorld, 'wealth management' often feels like a tedious chore. Why should a colony be punished for having a gold statue in the dining room, while a laboratory holding the blueprints for orbital strikes and cataphract armor is underestimated just because the silver hasn't piled up yet?
This mod targets players who find the vanilla scaling nonsensical. In this vision, Knowledge is the ultimate asset. Hostile factions are no longer just looking to loot your silver; they are threatened by your technological leap. The more knowledge you possess, the more dangerous — and the more valuable — you become in their eyes. If you possess advanced technology, you’d better be ready to defend it.
[hr]
How does it work?
Knowledge is power, and power invites hostility. Instead of just counting the wealth, this mod calculates a "Threat Multiplier" based on your total completed research.
Not all research is created equal. Each project's cost is multiplied by a weight based on its era. This means a single Industrial project increases your "threat score" much more than a Neolithic one.
[list]
[*] [b]Animal:[/b] 0.5x
[*] [b]Neolithic:[/b] 1.0x (The baseline)
[*] [b]Medieval:[/b] 1.2x
[*] [b]Industrial:[/b] 2.5x (Major jump — reflects the power of firearms)
[*] [b]Spacer:[/b] 4.5x (High impact — advanced shields and weapons)
[*] [b]Ultra:[/b] 7.0x
[*] [b]Archotech:[/b] 10.0x
[/list]
The mod scans your entire research tree to establish two values:
[list]
[*] [b]Total Score:[/b]
The sum of every available research project's base cost, each weighted by its Tech Level. This creates a "benchmark" for a fully advanced civilization.
[*] [b]Current Score:[/b]
The sum of all research projects you have actually completed, also weighted by Tech Level.
[/list]
The final threat multiplier is derived from the ratio between these two. Wealth still counts, but your technological superiority will now draw the aggression it earns.
[hr]
Recommended Mods
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3492739424]Research Papers:[/url][/b]
To fully commit to the 'Knowledge is an Asset' philosophy, pair this with mods that turn research into physical items. Research is no longer an abstract menu choice—it's tangible property you have to defend. If these items are stolen or destroyed, you lose the progress itself.
Combined with this mod, it feels like every faction is watching your progress, ready to wage war just to seize your tech. Guard your labs as fiercely as your gold; a single raid that torches your library could set you back decades.
[hr]
FAQ
[b]Q: Can I add/remove it mid-game?[/b]
A: Yes, you can add or remove it at any time.
[b]Q: Does this replace wealth scaling?[/b]
A: It acts as a multiplier on top of it. Wealth still matters, but your research progress will now heavily amplify (or suppress) the final raid size.
[b]Q: What if I have a massive mod list with hundreds of new research projects?[/b]
A: No problem. Just head into the mod settings and lower the Research Saturation Point. This lets you hit the max difficulty multiplier without needing to grind through every single project in your giant research tree.
[b]Q: Is it compatible with [Mod Name]?[/b]
A: It should be compatible with almost everything, including mods that add new research projects or custom storytellers. It also natively supports Anomaly knowledge costs.
[b]Q: Is it compatible with other difficulty mods?[/b]
A: It should be compatible with almost any mod that modifies raid points or difficulty.
[b]Q: Does this mod bypass the game's maximum Raid Point cap?[/b]
A: No. This mod applies its multiplier to the base threat points before the final game constraints (like the vanilla 10,000-point cap) kick in. It makes reaching that cap faster if you are high-tech, or keeps you well below it if you are primitive, but it won't break the game's internal limits.
[hr]
Like this mod? Please consider liking and subscribing—it helps other players discover it on the Workshop.
[img]https://imgur.com/tE28cZ7.gif[/img]
If you like my mods and would like to support me, you can support me at:
[url=https%3A%2F%2Fko-fi.com%2Fleo39994] [img]https://storage.ko-fi.com/cdn/brandasset/v2/support_me_on_kofi_dark.png?_gl=1*40nsys*_gcl_au*NDY5MDU2Nzk3LjE3NzUxNDY3NDY.*_ga*MTgzOTIxNTA5NS4xNzc1MTQ2NzQ2*_ga_M13FZ7VQ2C*czE3NzUxNDY3NDYkbzEkZzEkdDE3NzUxNDc0OTMkajUzJGwwJGgw[/img] [/url][ko-fi.com]
Donations are completely voluntary and do not grant access to additional content or features.