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* Construction, art and crafting.
 
* Construction, art and crafting.
 
* [[Prisoner]]s, and their [[human resources]]
 
* [[Prisoner]]s, and their [[human resources]]
 
'''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts the yield of crops and many other activities. Difficulty also impacts the trade price disadvantage. The higher the difficulty, the less your goods sell for, and the more it costs to buy things.
 
  
 
=== Note on trading ===
 
=== Note on trading ===
 
There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary, 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, 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 another factor discouraging buy, then sell. There is a default 0.6x price multiplier for selling anything, and a separate 1.4x price multiplier for buying anything. 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]]).
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There is another factor discouraging buy, then sell. There is a default 0.6x price multiplier for selling, and a separate 1.4x price multiplier for buying anything. 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]]).
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'''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts the yield of crops and many other activities. It also impacts the trade trade price disadvantage: if you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, or 350% more expensive in Losing is Fun.
  
 
== Food crops ==
 
== Food crops ==
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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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All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 2315 raw leaves, not 1000 to 1000 leaves. If your planter is not constantly harvesting and resowing every day until the first batch of drug finishes growing, then you have time to synthesize.
 
All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 2315 raw leaves, not 1000 to 1000 leaves. If your planter is not constantly harvesting and resowing every day until the first batch of drug finishes growing, then you have time to synthesize.
  
Even if you are able to plant every day, 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. If you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. And even in a tropical rainforest, large fields can be difficult to protect from [[fire]], [[raider]]s, and [[blight]]. With Plants 8 and an 8 hour work day, a planter could theoretically sustain 897 tiles of psychoid.
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If you are able to plant every day, 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. 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. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. And even in a tropical rainforest: fields this large can be difficult to protect from [[fire]], [[raider]]s, and [[blight]] - not even considering walk distance. With Plants 8 and an 8 hour work day, this would be 897 tiles of psychoid.
  
 
The other advantage is with logistics. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.
 
The other advantage is with logistics. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.
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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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