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The game encourages creating art for sale. Art sells for x1.1 its value, as opposed to x0.7 value for most other constructed buildings (a 57% increase). Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.
 
The game encourages creating art for sale. Art sells for x1.1 its value, as opposed to x0.7 value for most other constructed buildings (a 57% increase). Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.
  
In general, small sculptures have the highest profit/material and lowest profit/work, while large/grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 2x2, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.
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In general, small sculptures have the highest profit/material and lowest profit/work, while large/grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.
  
 
Also, be mindful that traders may not have enough silver or even goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver.
 
Also, be mindful that traders may not have enough silver or even goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver.
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* [[Genes#Elongated fingers|Elongated fingers]]{{BiotechIcon}} boosts manipulation by x110% (for 165% manipulation)
 
* [[Genes#Elongated fingers|Elongated fingers]]{{BiotechIcon}} boosts manipulation by x110% (for 165% manipulation)
 
* [[Genes#Never sleep|Never Sleep]]{{BiotechIcon}} removes sleep without any work-related penalty
 
* [[Genes#Never sleep|Never Sleep]]{{BiotechIcon}} removes sleep without any work-related penalty
With a total of 150% yield and 3367% speed, you would reach a theoretical optimum of {{Icon Small|silver}} 8257 silver per hour. You would be planting 227.5 tiles per hour, or 5,460 tiles (a 73x73 area) per 24 hour day. If the entire map was regular soil and you didn't have to worry about travel time/light/food/recreation, this results in planting 113,895 tiles by the time the first corn finishes growing. This is a 337 x 337 area, much larger than a regular map. Due to travel speed, the actual result will be much smaller.
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With a total of 150% yield and 3367% speed, you would reach a theoretical optimum of {{Icon Small|silver}} 8257 silver per hour. You would be planting 227.5 tiles per hour, or 5,460 tiles (a 73x73 area) per 24 hour day. If the entire map was regular soil and you didn't have to worry about travel time/light/food/recreation, this results in planting 113,895 tiles by the time the first corn finishes growing. This is a 337 x 337 area, much larger than a regular map.
  
 
With the release of [[Biotech]]{{BiotechIcon}}, there are even more avenues to squeeze wealth out of your growing. Genes like [[Genes#Psychic_bonding|psychic bonding]]{{BiotechIcon}} or [[pollution stimulus]]{{BiotechIcon}} offer direct manipulation and move speed buffs. Even better, your single grower could also be a [[mechanitor]]{{BiotechIcon}} who controls dozens of [[agrihand]]s{{BiotechIcon}}. Once they've been set up, they'll work forever unless anything harms them. (NB: A plants specialist cannot gestate or repair mechs, but you can set them up ''before'' becoming a plants specialist!)
 
With the release of [[Biotech]]{{BiotechIcon}}, there are even more avenues to squeeze wealth out of your growing. Genes like [[Genes#Psychic_bonding|psychic bonding]]{{BiotechIcon}} or [[pollution stimulus]]{{BiotechIcon}} offer direct manipulation and move speed buffs. Even better, your single grower could also be a [[mechanitor]]{{BiotechIcon}} who controls dozens of [[agrihand]]s{{BiotechIcon}}. Once they've been set up, they'll work forever unless anything harms them. (NB: A plants specialist cannot gestate or repair mechs, but you can set them up ''before'' becoming a plants specialist!)

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