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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. |
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+ | 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]] | ||
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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 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== | ||
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! Profit @ Human meat<br>(per hr work) | ! Profit @ Human meat<br>(per hr work) | ||
|- | |- | ||
− | | [[Chemfuel]] | + | | [[Chemfuel]]<br>([[biofuel refinery]]) |
| 2500 ticks (no skill) | | 2500 ticks (no skill) | ||
| 3.5 nutrition (70 [[raw food]]) | | 3.5 nutrition (70 [[raw food]]) | ||
| {{icon small|silver}} 80.5 | | {{icon small|silver}} 80.5 | ||
− | | | + | | {{icon small|silver}} 0.0014 |
| {{icon small|silver}} 24.5 | | {{icon small|silver}} 24.5 | ||
|- | |- | ||
|} | |} | ||
− | Corn-turned chemfuel in a | + | Corn-turned chemfuel in a biofuel refinery is barely profitable when compared to selling raw corn. You can use less desirable food, like [[human meat]] and [[insect meat]], though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into [[kibble]]. |
Chemfuel has its advantages: it is lighter and never rots. | Chemfuel has its advantages: it is lighter and never rots. | ||
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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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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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