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* Construction, art and crafting. | * Construction, art and crafting. | ||
* [[Prisoner]]s, and their [[human resources]] | * [[Prisoner]]s, and their [[human resources]] | ||
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=== 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 | + | 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 | + | 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. |
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− | 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. | ||
− | + | 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 | + | 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. | ||
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== Material production == | == Material production == | ||
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== 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. | + | 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. |
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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}}. |