Rebecca Realistic (Continued)Fork
The original fork was made by Matthew05, i just did some changes to default values
This fork rebalances the storyteller's native values to accurately simulate the pacing of Randy Random. Event probabilities and intervals have been recalibrated directly in the base files for a plug-and-play experience,but you can still use the mod settings.
A storyteller that doesn't hold your hand - random where it should be, procedural where it shouldn't be.
Update of Evelyns mod: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2754769044]https://steamcommunity.com/sharedfiles/filedetails/?id=2754769044[/url]
This is an update of a mod, I don't claim to be the author nor do I claim I own the mod.
Original description
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A storyteller that doesn't hold your hand. She doesn't care what's been happening to you, she will send what she will.
The real world doesn't go easy on you when you've been through hell, nor does it prevent you from being fortunate even though you've got little going for you. With Rebecca Realistic, Randy's twin sister, you will get that same sort of uncaring universe that we know from the real world - but softened just the right amount to maintain fun.
Features
The first storyteller written from the ground up, not built on existing ones.
Entirely new way to calculate threat points for events: different categories have different calculations:
Raids only consider wealth, nothing else (though this includes value of colonists, slaves, etc).
Visitors work like raids, but are capped at 3K to avoid excessively large visitor parties.
Infestations go by "heartbeats", number of animals and humans in your colony.
Manhunter packs go by the number of humans in the colony.
A "catch-all", mostly meant for misc events, that uses a curved RNG (the higher the point roll the less common it is).
"Considered Wealth" system tracks your wealth with a delay, the world is no longer psychic and it takes time for them to hear about that pile of gold you mined.
Graph and statistics displays for this on the History tab where you'd normally view your wealth.
Separate "pipeline" for visitors, so that they don't detract from other events happening.
Raids are not on a schedule, yet will reliably occur.
A chance for an extra ThreatBig (raids, mostly) every time an event is sent, scaled by your wealth.
These are spaced out so they will feel like they are occurring between events most of the time.
Under the hood, the chance is 6% + 1%/10k wealth.
To avoid being particularly mean, if the main event roll was also a ThreatBig it must *also* pass a 30% chance check first.
Colonist count is entirely ignored, events that give population are rebalanced dynamically to fit in with regular events.
Recent injuries and death don't factor into when threats are sent (they do in normal storytellers).
No cap on threat points per event, uses an equation for wealth-to-threat instead of thresholds so it scales smoothly.
If you have performance issues at very high wealth, try Compressed Raids (or soon Vehicle Framework) to help use the points differently rather than the game throwing tons of raiders at you at once.
Tons of configuration options, tweak the numbers to your heart's content!
Compatibility
Incompatible with Combat Readiness Check and CE at this time - feeds tiny wealth values to Rebecca and Rebecca is set up to handle normal wealth values. Technically runs, just not as intended.
Will ignore anything patching the threat point calculation methods, because it has its own (e.g. threat point limiting mods).
Should work with Hotseat mod, but please report if it does not.
This was tested with lots of mods that add lots of events, but if you find one that seems to not calculate threatpoints in a sensible way please report it.