Difference between revisions of "Sculptures"

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<noinclude>{{Rewrite|reason=Total overhaul needed inc. Formatting, clarity, and independence from Small/Large/Grand Sculpture pages}}<noinclude><onlyinclude><includeonly>{{main|Sculptures}}
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'''Sculptures''' are buildings of art that have a high [[beauty]] stat. There are three types of sculptures:
</includeonly>Sculptures are pieces of art that (hopefully) add beauty to any room they're in once they are installed. They are one of the most effective ways to improve a room's [[impressiveness]]. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market Value|market value]].
 
  
== Construction ==
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*[[Small sculpture]]
The [[Work#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece.
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*[[Large sculpture]]
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*[[Grand sculpture]]
  
Counter-intuitively, stone sculptures are not made from stone [[chunk]]s, but from multiple [[stone blocks]] at an [[art bench]], requiring an additional step of processing for those.
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==Acquisition==
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All 3 sculptures are created from an [[art bench]] using [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counter-intuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
  
=== Types of Sculptures ===
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Small sculptures require 50 materials and {{ticks|18000}} of work, large sculptures require 100 materials and {{ticks|30000}} of work, and grand sculptures require 400 materials and {{ticks|105000}} of work. Note that "small volume" materials ([[silver]] and [[gold]]) require 10x more items to create.  
Sculptures come in three sizes:
 
* [[Small sculpture]]s, which are 1x1 and require 50 materials or 500 small volume materials (silver or gold).
 
* [[Large sculpture]]s, which are 1x1 and require 100 materials or 1000 small volume materials (silver or gold). Large sculptures require 2/3 more work than small sculptures.
 
* [[Grand sculpture]]s, which are 2x2 and require 400 materials or 4000 small volume materials (silver or gold). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only, yielding the same overall beauty per tile as four large sculptures. Grand sculptures require almost 6x the work of a small sculpture, or 3.5x the work of a large.
 
  
On each individual page is a table detailing statistics on sculptures.
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The sculpter's Art skill is the primary factor in determining the sculpture's [[quality]]. A sculptor cannot work on another sculptor's piece.
  
=== Usage ===
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==Summary==
The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ; for example, both sculptures in the images below are titled "Blue Forest".
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Sculptures have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. For the same material and quality, a small sculpture (base of 50) has half the beauty of a large sculpture (100), which has 4x less beauty than a grand sculpture (400). Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. The following table compares the three sizes of sculpture:
: <gallery widths="390px" heights="800px" class="center" mode="nolines">
 
File:Blue Forest.png
 
File:Blue Forest alt 1.png
 
</gallery>
 
</onlyinclude>
 
  
=== When and What To Use ===
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{| {{STDT| sortable c_24 text-center}}
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! Sculptures!! Size !! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material
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|-
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! [[Small sculpture|Small]]
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| 1x1 || 50 || | 50 || | 90 || | 300 || | 159.8|| |0.1667 || |0.5327|| |3.196
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|-
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! [[Large sculpture|Large]]
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| 1x1 || 100 || | 100 || | 150 || | 500 || | 298|| | 0.2 || |0.596|| |2.98
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|-
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! [[Grand sculpture|Grand]]
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| 2x2 || 400 || | 400 || | 300 || | 1750 || | 1138 || | 0.2286|| | 0.6503|| |2.845
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|}
  
The small sculpture has the highest work:material ratio (6 vs 5 vs 4.4); since the base value (before the quality modifier) is work + material, that gives small sculptures the highest value per material and lowest value per work, while 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, whereas if you have lots of material and want to create value (relatively) quickly, make grand sculptures. However, be mindful that visiting traders may not have the silver to buy the most expensive sculptures, so you'll either have to make up the remainder by bartering for more items or form a [[caravan]] of your own and visit [[faction base]]s as they do.
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Sculptures also have a 1.1x trade multiplier when compared to other items of the same [[market value]].  
  
If you're installing the sculptures to make a room impressive, it's worth noting that, in terms of beauty and wealth per tile, large and grand sculptures are equal as one grand is almost exactly the same as four large. However, at high qualities and with high beauty materials, the beauty of large sculptures is high enough that you likely lose more impressiveness with the grand sculptures due to lost [[space]] than you gain from the tha grand's additional beauty. This means that excess beauty is wasted. Making large sculptures allows the beauty to be concentrated in one room or divided across multiple rooms as neeeded. Small sculptures are half as efficient as unfortunately, they can't occupy only half a tile.
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All sculptures will have a name and story, like items of the masterwork or legendary qualities. See [[#Story Creation]] below for more details.
  
Sculptures should be installed in areas where pawns stay for a large amount of time, such as in research rooms, where your researcher will probably be sitting from dawn to dusk, in crafting rooms, and in kitchens - especially in larger colonies, in which cooking will probably be a full time job. They should also be put in the following rooms where higher impressiveness gives a higher positive moodlet:
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==Analysis==
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Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to increasing the actual [[Beauty (need)|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
 
* Dining room
 
* Dining room
 
* Rec room
 
* Rec room
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* Hospital
 
* Hospital
 
* Prison cell/Prison Barracks
 
* Prison cell/Prison Barracks
* Throneroom {{royaltyIcon}}
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* Throneroom {{RoyaltyIcon}}
 
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* Ritual room {{IdeologyIcon}}
== Quality of Sculptures ==
 
=== Quality Table ===
 
{{move|section=1|reason=Less info than at [[Quality#General]]|target=Quality#General}}
 
: {| {{STDT|sortable c_24 text-center}}
 
! Quality !! Base [[Beauty]]<br>Modifier !! Base Value<br>Modifier
 
|-
 
!Awful
 
| -10%
 
| 50%
 
|-
 
!Poor
 
| 50%
 
| 75%
 
|-
 
!Normal
 
| 100%
 
| 100%
 
|-
 
!Good
 
| 200%
 
| 125% (max +500)
 
|-
 
!Excellent
 
| 300%
 
| 150% (max +1000)
 
|-
 
!Masterwork
 
| 500%
 
| 250% (max +2000)
 
|-
 
!Legendary
 
| 800%
 
| 500% (max +3000)
 
|-
 
|}
 
  
The quality value-increase caps may also be considered in terms of the item's base value. For example, since good quality gives +25% of base value capped at +500, that means the good-quality cap is hit on any item whose base value exceeds 2000. The excellent-quality cap likewise hits when +50% base value = +1000 <--> base value = 2000 (again), while masterwork's cap hits at base value 1333, and legendary's cap at base value 750.  Thus, if, say, you keep legendary items and only care about the cap on lower-quality items, then don't make gold sculptures (even small gold sculpture = $5058), and for grand sculptures only use steel ($1138) or stone ($775-$850) or wood ($745).
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Other than these rooms, place statues where pawns will stay for a long time, such as a [[research]] station. For extra points, you can combine these rooms to make the most out of the sculptures. Making your dining, recreation, and work all happen in the same room will have the same sculpture apply to all 3 places, in addition to combining the wealth stat of all 3.
  
It seems like low quality [[Wooden Small sculpture|Wooden Small sculpture(s)]] are overrated by [[Trade#Types_of_traders|traders]] in terms of [[Beauty]] per ''[[Final price]]'' with 11 points in [[Skills#Social|Social skill]] ...
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===Which sculpture to create===
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For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as [[Market Value]] takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - [[quality]] is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of [[gold]] or [[jade]], are less impacted by the cap than the larger sculptures. Plus, traders ​likely won't have enough [[silver]] to afford a masterwork grand sculpture.
  
Here are the factors applied by each type of material:
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Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time.
  
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==Material Table==
 
{| {{STDT| sortable c_24 text-center}}
 
{| {{STDT| sortable c_24 text-center}}
 
! Material !! Cost !! Work !! Beauty !! Max HP !! Flammability
 
! Material !! Cost !! Work !! Beauty !! Max HP !! Flammability
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|}
 
|}
  
For example, a large jade sculpture takes $500 in jade and 700 work time to make, has a (normal-quality) beauty of 260 (100 x 2.5 + 10), and has 75 HP.
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==Quality Table==
 
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{| {{STDT|sortable c_24 text-center}}
=== Market Value Calculation ===
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! Quality !! Base [[Beauty]]<br>Modifier !! Base Value<br>Modifier
As of Alpha 17 through 1.1, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110%, making them valuable trade goods.
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|-
 
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!Awful
In 1.1, market value is computed as (market value of materials) + (work to make) * 0.216, and the result is multiplied by a quality factor given in the table below.  (For example, steel's market price is $1.9, so a normal large sculpture has $190 in materials + (500 * 0.216 = 108) = $298.)  If the quality increases the value, the increase is capped by a number independent of the size of the sculpture, ranging from +500 for good-quality items to +3000 for legendary items (which in practice mostly matters for grand sculptures made with something more expensive than steel, and for gold sculptures).
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| -10%
 
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| 50%
The following table describes normal-quality steel sculptures.  Using other materials may multiply the beauty, max HP, and work-to-make by a factor (steel, the baseline, has a factor of 1), and also change the resulting market value.
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|-
 
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!Poor
{| {{STDT| sortable c_24 text-center}}
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| 50%
! Sculptures!! Size !! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material
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| 75%
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|-
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!Normal
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| 100%
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| 100%
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|-
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!Good
 +
| 200%
 +
| 125% (max +500)
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|-
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!Excellent
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| 300%
 +
| 150% (max +1000)
 
|-
 
|-
! [[Small sculpture|Small]]
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!Masterwork
| 1x1 || 50 || | 50 || | 90 || | 300 || | 159.8|| |0.1667 || |0.5327|| |3.196
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| 500%
 +
| 250% (max +2000)
 
|-
 
|-
! [[Large sculpture|Large]]
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!Legendary
| 1x1 || 100 || | 100 || | 150 || | 500 || | 298|| | 0.2 || |0.596|| |2.98
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| 800%
 +
| 500% (max +3000)
 
|-
 
|-
! [[Grand sculpture|Grand]]
 
| 2x2 || 400 || | 400 || | 300 || | 1750 || | 1138 || | 0.2286|| | 0.6503|| |2.845
 
 
|}
 
|}
 
  
 
== Story Generation ==
 
== Story Generation ==

Revision as of 01:14, 2 November 2022

Sculptures are buildings of art that have a high beauty stat. There are three types of sculptures:

Acquisition

All 3 sculptures are created from an art bench using Wood, Stony, or Metallic ingredients. Counter-intuitively, stone sculptures are not made from stone chunks, but from stone blocks.

Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that "small volume" materials (silver and gold) require 10x more items to create.

The sculpter's Art skill is the primary factor in determining the sculpture's quality. A sculptor cannot work on another sculptor's piece.

Summary

Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture (base of 50) has half the beauty of a large sculpture (100), which has 4x less beauty than a grand sculpture (400). Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. The following table compares the three sizes of sculpture:

Sculptures Size Materials Beauty (Normal) Max HP Work to make Value (Normal) Beauty/work Value/Work Value/Material
Small 1x1 50 50 90 300 159.8 0.1667 0.5327 3.196
Large 1x1 100 100 150 500 298 0.2 0.596 2.98
Grand 2x2 400 400 300 1750 1138 0.2286 0.6503 2.845

Sculptures also have a 1.1x trade multiplier when compared to other items of the same market value.

All sculptures will have a name and story, like items of the masterwork or legendary qualities. See #Story Creation below for more details.

Analysis

Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to increasing the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:

  • Dining room
  • Rec room
  • Bedroom/Barracks
  • Hospital
  • Prison cell/Prison Barracks
  • Throneroom Content added by the Royalty DLC
  • Ritual room Content added by the Ideology DLC

Other than these rooms, place statues where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. Making your dining, recreation, and work all happen in the same room will have the same sculpture apply to all 3 places, in addition to combining the wealth stat of all 3.

Which sculpture to create

For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as Market Value takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - quality is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of gold or jade, are less impacted by the cap than the larger sculptures. Plus, traders ​likely won't have enough silver to afford a masterwork grand sculpture.

Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time.

Material Table

Material Cost Work Beauty Max HP Flammability
Silver 10 1 2 +6 0.7 0.4
Gold 100 0.9 4 +20 0.6 0.4
Steel 1.9 1 1 1 0.4
Plasteel 9 2.2 1 2.8 0
Wood 1.2 0.7 1 0.65 1
Uranium 6 1.9 0.5 2.5 0
Jade 5 1.4 2.5 +10 0.5 0
Sandstone .9 1.1 1.1 1.4 0
Granite .9 1.3 1 1.7 0
Limestone .9 1.3 1 1.55 0
Slate .9 1.3 1.1 1.3 0
Marble .9 1.15 1.35 +1 1.2 0

Quality Table

Quality Base Beauty
Modifier
Base Value
Modifier
Awful -10% 50%
Poor 50% 75%
Normal 100% 100%
Good 200% 125% (max +500)
Excellent 300% 150% (max +1000)
Masterwork 500% 250% (max +2000)
Legendary 800% 500% (max +3000)

Story Generation

Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:

  • A past event occurring in or to the colony (see below)
  • A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
  • A border to the art (e.g. "a triangular border")
  • A texture (e.g. "insert texture example")
  • A design style (e.g. "conveys a feeling of rage and happiness")
  • A location (e.g. "in a town")

The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:

  • killings
  • drunkenness
  • vomiting
  • landing in drop pods
  • artwork created
  • struck ore
  • person captured
  • person recruited
  • animal trained
  • animal hunted
  • surgery done
  • someone was on fire
  • someone went psychotic
  • someone gave up

Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.

Version history

  • 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
  • 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.