Editing Money making guide
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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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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 == |