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:{{Note label|Fert|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. Nutrifungus, then potatoes, are affected the least by both poor and good soil.
 
:{{Note label|Fert|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. Nutrifungus, then potatoes, are affected the least by both poor and good soil.
 
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[[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more difficult to grow in biomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]].
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[[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more difficult to grow in biomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]].
  
 
[[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. It is also less efficient for work. [[Rice plant|rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. Rice, potatoes, and corn all have roughly the same nutrition per day, just that rice is the most stable, and corn saves the most work.
 
[[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. It is also less efficient for work. [[Rice plant|rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. Rice, potatoes, and corn all have roughly the same nutrition per day, just that rice is the most stable, and corn saves the most work.
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Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
 
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
  
Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items, after which quality will apply. A skilled crafter applying just a little bit of work can provide a huge +25%, +50%, or even +150% multiplier to the resulting product. (Conversely crafters below level 6 and construction below level 8 risks ''reducing'' the overall value or wasting materials during the build.) Production facilities can be placed essentially anywhere, and thus travel time can also be largely eliminated for even greater efficiency.
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Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.
 
 
The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.
 
  
 
== Drug production ==
 
== Drug production ==
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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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Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
 
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
 
Aspiring ranchers may find it useful to consult the [[Animals#Feeding_animals|animals]] page to compare relative requirements to raise each animal type.
 
 
Horses are a very strong contender which also fit well with the hands-off approach. They can do triple work as pack animals, mounts, and a source of income.
 
 
Conversely, pure carnivores offer very poor returns for ranching. They require other animals as food, which is already inefficient (if you're ranching them) and is even worse if you're hunting them. Still, most carnivores (minus the [[warg]]) can be fed with kibble, which allows partial haygrass diets. Remember also that carnivores eat corpses in the wild, and all those raider corpses [[Human_resources#Unprocessed_corpses|could be put to use in a cooled feeding room]], rather than cremated or buried... Colonists might mind when you butcher human bodies, but if you stuff them in a freezer and let your wargs/dogs/etc munch on them they won't even raise an eyebrow, as long as they don't see the corpses.
 
  
 
== Material production ==
 
== Material production ==
While not the most lucrative venture, stone blocks can be sourced infinitely on any map that is not located in [[Biomes#Ice_sheet|ice sheet]] and [[Biomes#Sea_ice|sea ice]] [[biome]]s. It is also extremely scalable - a sweatshop of a dozen laborers and miners can constantly produce value that would otherwise take a much larger growing area. You are only functionally limited by the amount of pawns, power (for [[deep drill]]s), and defenses (to survive raiders).
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(tbd)
 
 
Infinite chunks can be spawned from a deep drill in an area that contains no underground resources. The type of chunk produced will be displayed on the deep drill's tooltip. It can be beneficial to place the drill right next to the stonecutter's table to remove the need for hauling, but this does risk the stonecutter being attacked by the insectoids that the drill can occasionally spawn, in addition to the drill operator.
 
 
 
Consider optimizing your stone selection for your export aim. Most maps contain two stone types, at most three. [[Slate block]]s offer the highest value:weight ratio, although this advantage goes away if you further process them into sculptures. Sandstone has the highest market value per unit of work so is the best stone type for crafting items for sale in bulk (all stone blocks are worth 0.9 silver per block.) Note: Blocks can only be traded to bulk goods traders or most faction bases. Given the incredibly poor value:weight ratio of even slate, you will largely be limited to exporting to whatever bulk goods traders happen to visit. Sculptures can be sold to ''anyone'' and offer a 10% premium on their sale price, as such they are appropriate for most colony circumstances.
 
 
 
Marble may be worth extra consideration, as it provides a large bonus to beauty. Marble walls, marble sculptures, even marble slab beds will be more beautiful than their other stone counterparts. Beautiful surroundings increases [[mood]], so it can keep your colony from descending into chaos... or even inspire an artist or two to create legendary works. Marble furniture can be placed around the colony and easily uninstalled later when it comes time to export them.
 
 
 
Ultimately, chunk->block value production is simply a function of how much work your pawns apply. With the Ideology DLC installed, [[slaves]]{{IdeologyIcon}} are ideal as stone cutters as the task doesn't depend on any of the pawn's skills. The -15% work speed from slaves is offset by a lack of need for recreation. Adding a [[circadian half-cycler]]{{RoyaltyIcon}} further increases efficiency by removing the need for sleep at the cost of -15% consciousness.
 
  
 
== The most money ==
 
== The most money ==
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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!)
 
  
 
This is before temporary modifiers like [[wake-up]], [[inspiration|work frenzy]], and [[Roles#Leader|Work Drive]]{{IdeologyIcon}}.
 
This is before temporary modifiers like [[wake-up]], [[inspiration|work frenzy]], and [[Roles#Leader|Work Drive]]{{IdeologyIcon}}.

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