RimWorld

RimWorld

Ideology Raider Meme Dilemma
Hello everyone, recently i ve been trying to roleplay a colony where raiding is one of the most important things in terms of ideological state.

At first, things went smooth as butter: raiding one star difficulty farmsteads was like a walk in a park, but eventually, after some time as the colony wealth grew, things went south.

Now i have 150k $ worth colony and current raid quests are complete nightmare. You fight against 20+ pawns who are extremly well equiped - armor, grenade launchers, gauss riffles(if i remember correctly), mortars etc.

I usually use a strike team composed of 4 pawns with full devilstrand exc-or higher coverage, bulletproff belt shields(vanilla expanded), best weapons possible, build fortifications before engaging, use Toads mortar to spice things up for the opponent and still got wiped out clean.

Which brings me to a certain stalemate - cant progress raiding, because lvl scalling seems unfair and unrewarding.

Any good advise from fellow raiders ?
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1. Tone down your mods.
2. Devilstrand isn't great. Get some proper metal armor.
Originally posted by plasticneq:
Now i have 150k $ worth colony and current raid quests are complete nightmare. You fight against 20+ pawns who are extremly well equiped - armor, grenade launchers, gauss riffles(if i remember correctly), mortars etc.

This doesn't line up at all with how they normally work, 150k colony wealth is basically nothing and the work sites barely scale at all, and I'm pretty sure they never have mortars. It's usually just a couple shacks, a handful of gibbet cages, maybe 1 mini turret, and like 2-8 weaker enemies mostly with their own "worker" unit types (like mining camps have miners which have basically no weapon budget and might have a drill arm). They should never be dangerous even for small squads. I suspect you have a mod changing mechanics here, if you find it unfair see if there are options to tune it down.

I know of one mod (Worksites Expanded) that replaces the work sites with like outposts which can have dozens of people and large thematic structures, but the enemies are split up and you can rush in and take them out one at a time, if you kill them fast enough they can't call for backup and don't organize against you, allowing small groups or even solo pawns to clear through the entire operation with minimal resistance. The numbers you talk about make me think you have that mod, and sitting back and mortaring them is going to agro the entire complex and make things a lot harder for you compared to picking off units that wander out with concentrated fire one or two at a time.

Otherwise I dunno, get better gear and/or more colonists to send. You can also just lower the overall threat scaling in the custom difficulty settings. If you want to do frequent away missions with small groups of colonists you might want to drop scaling down to like 50% or even 30%.
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