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Tab Raid Settings

Dexter Lowe edited this page Apr 5, 2026 · 2 revisions

Tab: Raid Settings

The Raid Settings tab controls how this pawn type participates in raids - how much it costs in raid points, how often it appears, and how the curves for raid scaling work.

This tab is only available for humanoid pawns.

Some settings in this tab are only available in the Global edit, not per-pawn-kind edits. These are noted below.

Raid Points tab


Combat Power

The raid points cost for this pawn type. When RimWorld assembles a raid, it has a budget of points to spend. Each pawn costs a certain number of points.

  • Higher cost: This pawn is "more dangerous" in RimWorld's eyes. Fewer of them appear in a given raid.
  • Lower cost: Cheaper pawns. More can appear within the same raid budget.

Leave this override off to use the pawn kind's default combat power value.


Appears Randomly In Combat Groups

A toggle that controls whether RimWorld randomly includes this pawn type in raid groups.

  • On: RimWorld can naturally include this pawn type when assembling raids.
  • Off: This pawn type is excluded from random raid generation. It can still appear if explicitly placed in a spawn group (see Spawn Groups).

Raid Commonality Curve (Global edit only)

A curve editor that controls how often this faction appears based on the total raid point budget.

Raid Points curve

  • Left Number: Total raid points (how big the raid is).
  • Right Number: Relative commonality - how likely this faction is to be chosen at this number of raid points.

The curve lets you set things like:

  • "This faction barely appears in small raids but becomes common for late game ones (Like mechanoids in base game)."
  • "This faction appears frequently in medium raids but rarely at the extremes."

"Load from faction default" button: Fills in the curve with the faction's original values, giving you a starting point to adjust from.

Note that if you start the curve from 500 that means no raid smaller than 500 can ever have this faction. You can also set the right number to zero explicitly so 0,0 would mean at 0 no chance but be aware that because it's a curve if you had 0,0 then 100,100 when you're at 50 you'd have a commonality of 50. If you wanted to ensure nothing until 100 you'd need

  • 0,0
  • 99,0
  • 100, 100

The double 0 means that between 0 and 99 it won't slowly increase.


Max Pawn Cost Curve (Global edit only)

A curve that controls the maximum points that can be spent on a single pawn based on the total raid budget.

  • Left Number: Total raid points.
  • Right Number: Maximum allowed cost for one pawn in this raid.

This prevents low-budget raids from sending a single extremely expensive unit. Adjust this to create more interesting raid compositions at different threat levels.

"Load from faction default" button: Fills in with the faction's original values.


Raid Loot Value Curve (Global edit only, Raid Loot tab)

The Raid Loot tab (available only in the Global edit) contains the Raid Loot Value Curve:

Raid Loot tab

  • Left Number: Total raid points.
  • Right Number: Maximum allowed loot value pawns will drop in a raid.

This controls how much loot raiders drop as a multiple of their raid strength. Higher raid budgets can have higher or lower loot multipliers depending on your preferences.


Tips

  • Dangerous elite unit: Raise the Combat Power of a specific pawn type significantly. Fewer will appear in any given raid, making each encounter with them feel like a real threat.
  • Cheap cannon fodder: Lower Combat Power to flood raids with more of a basic pawn type.
  • Scaling difficulty: Use the Commonality Curve to make dangerous factions appear more frequently as raids scale up, creating a natural difficulty curve.

See Pawn Kind Edits for how the override system works in general.

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