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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: | ||
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*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]], resulting in both lower buying prices, and higher selling prices. But 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]]. | 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]], resulting in both lower buying prices, and higher selling prices. But 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 of most items, as well as the trade price disadvantage | + | '''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts yields of most items, as well as 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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:{{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]]. |
---- | ---- | ||
[[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 | [[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 dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]]. | bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes 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 | + | [[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. |
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==Cash crops== | ==Cash crops== | ||
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|- | |- | ||
! Crop | ! Crop | ||
− | ! Planter Work<br>(per plant){{ref label| | + | ! Planter 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>(per hr work) | ! Value<br>(per hr work) | ||
− | ! Real days<br>to grow{{ref label| | + | ! Real days<br>to grow{{ref label|Fert|3}} |
! Profit/day<br>plant growth | ! Profit/day<br>plant growth | ||
|- | |- | ||
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| N/A | | N/A | ||
|} | |} | ||
− | :{{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. |
:{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times. | :{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times. | ||
---- | ---- | ||
− | Psychoid and cloth are the clear winners when selling raw | + | Psychoid and cloth are the clear winners when selling raw. |
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. | ||
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Despite having a lower value/work ratio than their raw plants, drugs have several major advantages. | Despite having a lower value/work ratio than their raw plants, drugs have several major advantages. | ||
− | All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn | + | All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn. These tables are comparing 1000 leaves-turned-flake to selling 1675 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to ''get more value from the same growing space''. |
Creating drugs allows 2 pawns, perhaps with different skills and passions, to "work" at the same sized field at the same time. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. But even in a tropical rainforest, large fields can be difficult to protect from [[fire]], [[raiders]], and [[blight]] - not even considering walk distance. This shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. | Creating drugs allows 2 pawns, perhaps with different skills and passions, to "work" at the same sized field at the same time. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. But even in a tropical rainforest, large fields can be difficult to protect from [[fire]], [[raiders]], and [[blight]] - not even considering walk distance. This shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. | ||
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*'''Drug Comparison''' | *'''Drug Comparison''' | ||
− | Flake is the absolute winner for | + | Flake is the absolute winner for all relevant stats, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits. |
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit. | Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit. | ||
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! Drug | ! Drug | ||
! Synthesis Work<br> | ! Synthesis Work<br> | ||
− | ! Cost | + | ! Cost @ 0% TPI{{ref label|Neutro|1}} |
! Market Value | ! Market Value | ||
! Profit @ 0% TPI<br>(per drug) | ! Profit @ 0% TPI<br>(per drug) | ||
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! class="unsortable"| | ! class="unsortable"| | ||
! Profit @ 30% TPI<br>(per drug){{ref label|TPI|2}} | ! Profit @ 30% TPI<br>(per drug){{ref label|TPI|2}} | ||
− | ! Profit @ 30% TPI<br>(per hr | + | ! Profit @ 30% TPI<br>(per hr hour){{ref label|TPI|2}} |
|- | |- | ||
|[[Penoxycyline]] | |[[Penoxycyline]] | ||
− | |600 ticks | + | |600 ticks |
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | |{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | ||
|{{icon small|silver}} 18 | |{{icon small|silver}} 18 | ||
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|- | |- | ||
|[[Medicine]] | |[[Medicine]] | ||
− | |900 ticks | + | |900 ticks |
|{{icon small|neutroamine}} 1 + {{icon small|cloth}} 3 + {{icon small|herbal medicine}} 1 <br>({{icon small|silver}} 8.4 bought + 14.5 other) | |{{icon small|neutroamine}} 1 + {{icon small|cloth}} 3 + {{icon small|herbal medicine}} 1 <br>({{icon small|silver}} 8.4 bought + 14.5 other) | ||
|{{icon small|silver}} 18 | |{{icon small|silver}} 18 | ||
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|- | |- | ||
|[[Go-juice]] | |[[Go-juice]] | ||
− | |600 ticks | + | |600 ticks |
|{{icon small|neutroamine}} 2 + {{icon small|yayo}} 1<br>({{icon small|silver}} 16.8 bought + 21 other) | |{{icon small|neutroamine}} 2 + {{icon small|yayo}} 1<br>({{icon small|silver}} 16.8 bought + 21 other) | ||
|{{icon small|silver}} 53 | |{{icon small|silver}} 53 | ||
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|- | |- | ||
|[[Wake-up]] | |[[Wake-up]] | ||
− | |900 ticks | + | |900 ticks |
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | |{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | ||
|{{icon small|silver}} 35 | |{{icon small|silver}} 35 | ||
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|{{icon small|silver}} 11.67 | |{{icon small|silver}} 11.67 | ||
! | ! | ||
− | |{{icon small|silver}} | + | |{{icon small|silver}} 14.46 |
− | |{{icon small|silver}} | + | |{{icon small|silver}} 60.25 |
|- | |- | ||
|} | |} | ||
:{{note label|Neutro|1}} Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column). | :{{note label|Neutro|1}} Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column). | ||
− | :{{note label|TPI|2}} 30% [[Trade Price Improvement|TPI]] is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading [[inspiration]] | + | :{{note label|TPI|2}} 30% [[Trade Price Improvement|TPI]] is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading [[inspiration]]. You sell at x0.78 and buy at x0.98. |
---- | ---- | ||
As the trade price disadvantage is increased for [[difficulties]] past Strive to Survive, all neutroamine drugs cease to become (very) profitable. | As the trade price disadvantage is increased for [[difficulties]] past Strive to Survive, all neutroamine drugs cease to become (very) profitable. | ||
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