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To re-iterate: '''Wealth management should not really matter when playing on Strive to Survive or below, beyond "not growing massive fields of psychoid" or "not getting money for the sake of hoarding money"'''. Wealth can make a significant impact on Losing is Fun and a massive impact on 500% Losing is Fun. Otherwise, you shouldn't feel the need to restrict your play by much. You can also lower the difficulty - "Base Builder" was designed to let you build a grand base, after all.
 
To re-iterate: '''Wealth management should not really matter when playing on Strive to Survive or below, beyond "not growing massive fields of psychoid" or "not getting money for the sake of hoarding money"'''. Wealth can make a significant impact on Losing is Fun and a massive impact on 500% Losing is Fun. Otherwise, you shouldn't feel the need to restrict your play by much. You can also lower the difficulty - "Base Builder" was designed to let you build a grand base, after all.
  
== Strategies ==
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==Strategies==
 
Wealth management strategies can be broken down into two general classes:
 
Wealth management strategies can be broken down into two general classes:
 
# Wealth control, or wealth minimization, where the intent is to control the total wealth accrued by purposefully reducing both the total wealth of the colony and the rate of accrual.  
 
# Wealth control, or wealth minimization, where the intent is to control the total wealth accrued by purposefully reducing both the total wealth of the colony and the rate of accrual.  
# Wealth investment, where wealth gain is not slowed in any way but instead steps are taken to ensure that sufficient wealth is reinvested into advancing the colony to keep up with advancing raid points.
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# Wealth investment, where wealth gain is not bad in any way but instead steps are taken to ensure that sufficient wealth is reinvested into advancing the colony to keep up with advancing raid points.
  
 
For example, a colony without wealth management might mass-produce [[flake]], sell it, and leave silver for later use. A wealth ''controlling'' colony might avoid growing [[psychoid plant|psychoid]] all together, or limit its production. A wealth ''investing'' colony would create flake as needed, but use it to buy items like [[component]]s and [[doomsday rocket launcher]]s to better deal with the increased raid points.
 
For example, a colony without wealth management might mass-produce [[flake]], sell it, and leave silver for later use. A wealth ''controlling'' colony might avoid growing [[psychoid plant|psychoid]] all together, or limit its production. A wealth ''investing'' colony would create flake as needed, but use it to buy items like [[component]]s and [[doomsday rocket launcher]]s to better deal with the increased raid points.
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**Turning bedrooms into barracks does lower mood. However, combining the barracks with their dining, recreation, and even work rooms allows you to make them all Impressive. Instead of making 10 sculptures for 10 bedrooms, you can put 10 sculptures for all of barracks, recreation, and dining rooms, while using some beauty for the workshop. Each sculpture counts for 3 rooms and 10 colonists, which usually makes up for the barracks' mood loss.
 
**Turning bedrooms into barracks does lower mood. However, combining the barracks with their dining, recreation, and even work rooms allows you to make them all Impressive. Instead of making 10 sculptures for 10 bedrooms, you can put 10 sculptures for all of barracks, recreation, and dining rooms, while using some beauty for the workshop. Each sculpture counts for 3 rooms and 10 colonists, which usually makes up for the barracks' mood loss.
 
**Throne rooms{{RoyaltyIcon}} and ritual rooms{{IdeologyIcon}} do not allow beds or work stations, and throne rooms do not allow ritual items. However, each room can be combined with dining and recreation.
 
**Throne rooms{{RoyaltyIcon}} and ritual rooms{{IdeologyIcon}} do not allow beds or work stations, and throne rooms do not allow ritual items. However, each room can be combined with dining and recreation.
* '''Let your own weapons deteriorate.''' Many items will lose value sharply as they lose HP. Weapons at 50% HP are worth 10% value, at no loss of function. Deterioration makes items prone to destruction from [[fire]] or [[frag grenade]]s, but a legendary [[charge rifle]] going from {{icon small|silver}} 4010 to {{icon small|silver}} 401 is a significant difference at higher difficulties. In order to damage weapons quickly, you can throw a frag grenade at it, which deals 50 HP of damage.
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* '''Let your own weapons deteriorate.''' Many items will lose value sharply as they lose HP. Weapons at 50% HP are worth 10% value, at no loss of function. Deterioration makes items prone to destruction from [[fire]] or [[frag grenade]]s. But a legendary [[charge rifle]] going from {{icon small|silver}} 4010 to {{icon small|silver}} 401 is a significant difference (at higher difficulties). In order to damage weapons quickly, you can throw a frag grenade at it, which deals 50 HP of damage.
 
** For armor, lower HP does not impact protective performance. But armor loses HP whenever it blocks a shot, and low HP armor gives the ''Tattered apparel'' [[mood]]let.
 
** For armor, lower HP does not impact protective performance. But armor loses HP whenever it blocks a shot, and low HP armor gives the ''Tattered apparel'' [[mood]]let.
 
*'''Park items in [[caravan]]s.''' Items outside your colony do not count towards colony wealth. Create a caravan with a useless/unnecessary colonist, grab your items, and wait. For [[New Tribe]]s, a single pawn with Plants 10 or so can survive off foraged [[berries]] indefinitely, thus park items indefinitely (assuming the [[biome]] allows foraging). Watch out for ambushes and [[disease]]. Note that, if the caravan is on top of a friendly [[faction base]], ambushes are impossible.  
 
*'''Park items in [[caravan]]s.''' Items outside your colony do not count towards colony wealth. Create a caravan with a useless/unnecessary colonist, grab your items, and wait. For [[New Tribe]]s, a single pawn with Plants 10 or so can survive off foraged [[berries]] indefinitely, thus park items indefinitely (assuming the [[biome]] allows foraging). Watch out for ambushes and [[disease]]. Note that, if the caravan is on top of a friendly [[faction base]], ambushes are impossible.  

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