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− | There are lots of ways of "'''making money'''" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options. | + | There are lots of ways of "'''making money'''" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. |
+ | |||
+ | This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit. | ||
In no particular order: | In no particular order: | ||
Line 6: | Line 8: | ||
*Construction, art and crafting. | *Construction, art and crafting. | ||
*[[Prisoner]]s, and their [[human resources]] | *[[Prisoner]]s, and their [[human resources]] | ||
− | + | ||
===Note on trading=== | ===Note on trading=== | ||
− | There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary by a lot. At most, any [[faction base]] offers a +2% [[Trade Price Improvement]], | + | There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary by a lot. At most, any [[faction base]] offers a +2% [[Trade Price Improvement]]. However, certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your [[human leather]]. |
− | What's more important to note is the default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storyteller difficulty setting will make things even worse | + | What's more important to note is the default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storyteller difficulty setting will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising [[Trade Price Improvement|TPI]]). |
− | '''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts yields | + | '''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts most item yields and the trade price disadvantage. If you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, and 350% more expensive in Losing is Fun. |
==Food Crops== | ==Food Crops== | ||
+ | In general, (SUMMARY HERE) | ||
+ | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
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! Raw material<br>(per plant){{ref label|GrowYield|2}} | ! Raw material<br>(per plant){{ref label|GrowYield|2}} | ||
! Market Value<br>(per plant) | ! Market Value<br>(per plant) | ||
− | ! Value<br>( | + | ! Value<br>(hour work) |
! Real days<br>to grow{{ref label|Fert|3}} | ! Real days<br>to grow{{ref label|Fert|3}} | ||
− | ! Profit/day | + | ! Profit / day |
|- | |- | ||
| [[Corn plant]] | | [[Corn plant]] | ||
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| {{icon small|silver}} 163.5 | | {{icon small|silver}} 163.5 | ||
| 20.86 days | | 20.86 days | ||
− | | | + | | 0.696 |
|- | |- | ||
| [[Haygrass]] | | [[Haygrass]] | ||
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| {{icon small|silver}} 73.0 | | {{icon small|silver}} 73.0 | ||
| 12.92 days | | 12.92 days | ||
− | | | + | | 0.501 |
|- | |- | ||
| [[Rice plant]] | | [[Rice plant]] | ||
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| {{icon small|silver}} 44.6 | | {{icon small|silver}} 44.6 | ||
| 5.54 days | | 5.54 days | ||
− | | | + | | 0.715 |
|} | |} | ||
:{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | :{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | ||
:{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | :{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | ||
− | :{{note label|Fert|3}} Time to grow, taking into account day/night cycles | + | :{{note label|Fert|3}} Time to grow, taking into account day/night cycles. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. |
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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 of the cash crops, but cannot be processed any further, meaning it is reliant entirely on the grow cycle. It also is less valuable per item than [[psychoid plant|psychoid]], meaning more time is spent hauling. Corn is more difficult to grow in biomes with winter. In addition, the slow growing cycle makes it vulnerable to destruction, whenever by [[fire]] or [[blight]]. |
− | + | [[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. [[Rice plant|Rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. | |
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− | + | ==Drug crops== | |
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
! Crop | ! Crop | ||
− | ! | + | ! Total Work<br>(per plant){{ref label|Sow|1}} |
− | ! Raw material<br>(per plant){{ref label| | + | ! Raw material<br>(per plant){{ref label|GrowYield|2}} |
! Market Value<br>(per plant) | ! Market Value<br>(per plant) | ||
− | ! Value<br>( | + | ! Value<br>(hour work) |
− | ! Real days<br>to grow{{ref label| | + | ! Real days<br>to grow{{ref label|Fert|3}} |
− | ! Profit/day | + | ! Profit / day |
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|- | |- | ||
| [[Hops]] | | [[Hops]] | ||
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| {{icon small|silver}} 70.27 | | {{icon small|silver}} 70.27 | ||
| 9.23 days | | 9.23 days | ||
− | | | + | | A |
|- | |- | ||
| [[Smokeleaf plant]] | | [[Smokeleaf plant]] | ||
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| {{icon small|silver}} 97.3 | | {{icon small|silver}} 97.3 | ||
| 12.92 days | | 12.92 days | ||
− | | | + | | B |
|- | |- | ||
| [[Psychoid plant]] | | [[Psychoid plant]] | ||
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| {{icon small|silver}} 102.7 | | {{icon small|silver}} 102.7 | ||
| 16.62 days | | 16.62 days | ||
− | | | + | | C |
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|} | |} | ||
− | :{{note label| | + | :{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. |
− | :{{note label| | + | :{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). |
− | :{{note label| | + | :{{note label|Fert|3}} Assuming 100% soil fertility. Hops and Psychoid plants have reduced Fert. Sensitivity. |
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
− | ! | + | ! Crop |
− | ! | + | ! Total Work<br>(per plant){{ref label|Sow|1}} |
− | ! | + | ! Raw material<br>(per plant){{ref label|GrowYield|2}} |
! Market Value<br>(per plant) | ! Market Value<br>(per plant) | ||
− | ! Value<br>( | + | ! Value<br>(hour work) |
− | + | ! Real days<br>to grow{{ref label|Fert|3}} | |
− | + | ! Profit / day | |
− | |||
− | ! Profit/day | ||
|- | |- | ||
− | |[[ | + | | [[Hops]] |
− | | | + | | 370 ticks (Plants) |
− | | {{icon small| | + | | {{icon small|hops}} 8 |
− | | {{icon small|silver}} | + | | {{icon small|silver}} 10.4 |
− | | {{icon small|silver}} | + | | {{icon small|silver}} 70.27 |
− | + | | 9.23 days | |
− | | | + | | A |
− | | | ||
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|- | |- | ||
− | |[[Smokeleaf | + | | [[Smokeleaf plant]] |
− | | | + | | 370 ticks (Plants) |
− | | {{icon small|smokeleaf | + | | {{icon small|smokeleaf leaves}} 9 |
− | | {{icon small|silver}} | + | | {{icon small|silver}} 14.4 |
− | | {{icon small|silver}} | + | | {{icon small|silver}} 97.3 |
− | + | | 12.92 days | |
− | | | + | | B |
− | | | ||
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|- | |- | ||
− | | [[ | + | | [[Psychoid plant]]<br>(Raw) |
− | | | + | | 370 ticks (Plants) |
− | | {{icon small| | + | | {{icon small|psychoid leaves}} 8 |
− | + | | {{icon small|silver}} 15.2 | |
− | | {{icon small|silver}} | + | | {{icon small|silver}} 102.7 |
− | + | | 16.62 days | |
− | | {{icon small|silver}} | + | | C |
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|- | |- | ||
− | | [[ | + | | [[Psychoid plant]]<br>(Flake) |
− | | | + | | 370 ticks (Plants)<br>250 ticks (Intel.) |
| {{icon small|flake}} 2 | | {{icon small|flake}} 2 | ||
| {{icon small|silver}} 28 | | {{icon small|silver}} 28 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 112.9<br>{{icon small|silver}} 102.7 (Grow)<br>{{icon small|silver}} 128 (Flake) |
− | + | | 16.62 days | |
− | + | | C | |
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