one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

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Short 4: Decorating makes the raids bigger, opening frameplay · 0:36
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short 4 0:36

Decorating makes the raids bigger

transcript

In RimWorld, decorating your colony makes the raids bigger.

Before every raid the game adds up your colony's wealth and your colonists and turns the total into a budget for the attackers. Wealth starts adding to that budget above 14,000 and keeps adding up to a million [1].

So experienced players keep their colonies plain. They skip the statues and the fine furniture so the raids stay small.

None of it is on screen. The formula lives on the community wiki, and the dataset scores the mechanic 2 out of 5 for legibility, the level where players understand it only through wikis.

also on the pages for

definition

The game keeps a threat budget recomputed before each hostile event as a function of one or more proxies for player strength, multiplied by a difficulty scalar, and spends that budget on enemy count and composition. RimWorld computes raid points as (wealth points + pawn points) x threat scale x starting factor x adaptation factor, capped at 10,000: wealth points rise from 0 at 14,000 storyteller wealth to 4,200 at 1,000,000, each healthy colonist adds 15 to 200 points, a 0.7 starting factor applies through day 10, and an adaptation factor drops after colonist deaths or downings. Factorio's enemy evolution factor rises with elapsed time, pollution produced, and spawners destroyed, unlocking larger biters. Oblivion scaled enemy level to the player's level. Inputs: player state proxies and recent losses. Output: a scalar budget or tier consumed by the event or spawn system.

player experience

Success is answered by stronger opposition, so the player never fully escapes danger. Players learn to read what the game counts as strength and manage it: converting wealth into combat power instead of decoration, or holding back expansion. After a disaster, mercy terms give a breathing window that feels like the world easing off.

design levers

  • which proxies define strength (wealth, population, time, kills, player level, recent damage taken)
  • the curve from proxy to budget, including dead zones, piecewise slopes, and the hard cap
  • difficulty multiplier presets and whether players can set them freely
  • adaptation or mercy terms that lower the budget after losses and raise it after easy wins
  • grace period length before scaling starts
  • how budget maps to enemy composition, such as tiers unlocked at thresholds versus more of the same unit

failure modes

  • Scaling on wealth punishes building: RimWorld players practice wealth management, avoiding valuable furniture or art so raids stay small.
  • Scaling on player level makes progression feel null when every enemy keeps pace, a common criticism of The Elder Scrolls IV: Oblivion.
  • Proxies that ignore defensive investment let a cheap killbox beat budgets tuned for open combat, or let an undefended rich colony be overwhelmed.
  • Opaque formulas read as the game cheating when a large attack follows a burst of growth.

dynamics

  • Players optimize the ratio of combat value to counted value, producing lean, militarized bases.
  • Run length and difficulty converge across skill levels because the system rubber-bands toward a target challenge.
  • Coupled with permadeath, the adaptation term creates recovery arcs after a massacre instead of an immediate death spiral.
  • Coupled with pollution or expansion (Factorio), the threat becomes a cost of growth that players trade against output.

open questions

  • Can a learned estimate of actual defensive capability, such as a fast simulated raid against the current base, replace wealth proxies and remove the incentive to stay poor?
  • What adaptation rate keeps tension stable without players perceiving rubber-banding?

appears in

the paper, 2 sections · 4 episodes · 1 short
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under risk & failure, with its summary

book
ep 1

Every simulation game is made of the same parts

on screen at 0:32 rimworld, in parts, 1:38 rare parts, 3:43 six jobs

episode
ep 2

Where the parts came from

on screen at 4:55 after 2000, 7:21 built from older parts

episode
ep 3

Families across genres

on screen at 0:17 cold open, 0:27 same chain, different games, 4:07 odd couples, 5:12 series and descendants and 1 more

episode
ep 4

Why deep systems are hard to read

on screen at 3:21 harder to balance, 5:51 choosing a point

episode
short 4

Decorating makes the raids bigger

0:36 · on screen in the short

short

relations

3 stored edges
synergy

Raid defense

Raids grow with the colony, so defenses must scale.

synergy

Storyteller director

The director spends a threat budget that scales with wealth, keeping pressure proportional to success.

tension

Milestone unlocks

One rewards growth, the other punishes it; tuning both sets the game's attitude to expansion.

sources

1
RimWorld Wiki contributors (2026). Raid points. RimWorld Wiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m7taxonomy