Editing Market Value

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Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
  
[[Tainted]] apparel has its market value reduced by 90%.
+
[[File:SteelLargeSculptureGood.png|thumb|Steel Large Scuplture (Good) market value demonstrates that a) value rounding happens only post-quality multipier and b) 2.5 remainder is rounded down. ]]
 
 
[[File:SteelLargeSculptureGood.png|thumb|Steel Large Sculpture (Good) market value demonstrates that a) value rounding happens only post-quality multiplier and b) 2.5 remainder is rounded down. ]]
 
 
 
== Pawn value ==
 
{{Rewrite|section=1|reason= Cleanup, formatting, linking TO this section from relevant pages such as Human, Human resources etc}}
 
 
 
# Take the base MarketValue of the pawn (1750 for humans)
 
# Calculate a quality factor:
 
## Start with 100%.
 
## Reduce that value by up to 80% based on current health condition
 
## Multiply by 0.6 for each Capacity (Sight, Moving, Manipulation, etc) the pawn currently is incapable of
 
## Multiply by value between 0.5 and 1.0 for each Capacity the pawn is currently capable of (this sounds like it can be less than 0.6, but in practice most Capacities become disabled long before 0%)
 
## Multiply by a factor based on the pawn's average skills defined by the line chart with the points: 0 = 20%, 5.5 = 100%, 20 = 300%
 
## Multiply by the pawn's current lifeStage's marketValueFactor
 
## Multiply by each of the pawn's traits' marketValueFactorOffset (individually)
 
## Add 20% of the pawn's Beauty stat.
 
## If the quality factor is below 10% at this point, use 10% instead.
 
## Multiply the MarketValue by the quality factor.
 
# Calculate a price offset:
 
## Start with 0.
 
## For every hediff that has a priceOffset, add the priceOffset.
 
## For every hediff that does not have a priceOffset but spawns an item when harvested or removed, add that spawned item's BaseMarketValue (this counts both bionics as well as harvestable organs like hearts and lungs)
 
## Add the total offset to the MarketValue
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/1.1.2618|1.1.2618]] - Prices now only display decimals when under $10.
 
* [[Version/1.1.2618|1.1.2618]] - Prices now only display decimals when under $10.
 
== See also ==
 
* [[Sell Price Multiplier]]
 
* [[Trade Price Improvement]]
 
* [[Trade]]
 

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