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== Material production ==
 
== Material production ==
While not the most lucrative venture, stone blocks can be sourced infinitely on any map that is not located in [[Biomes#Ice_sheet|ice sheet]] and [[Biomes#Sea_ice|sea ice]] [[biome]]s. It is also extremely scalable - a sweatshop of a dozen laborers and miners can constantly produce value that would otherwise take a much larger growing area. You are only functionally limited by the amount of pawns, power (for [[deep drill]]s), and defenses (to survive raiders).
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Infinite chunks can be spawned from a deep drill in an area that contains no underground resources. The type of chunk produced will be displayed on the deep drill's tooltip. It can be beneficial to place the drill right next to the stonecutter's table to remove the need for hauling, but this does risk the stonecutter being attacked by the insectoids that the drill can occasionally spawn, in addition to the drill operator.
 
 
 
Consider optimizing your stone selection for your export aim. Most maps contain two stone types, at most three. [[Slate block]]s offer the highest value:weight ratio, although this advantage goes away if you further process them into sculptures. Sandstone has the highest market value per unit of work so is the best stone type for crafting items for sale in bulk (all stone blocks are worth 0.9 silver per block.) Note: Blocks can only be traded to bulk goods traders or most faction bases. Given the incredibly poor value:weight ratio of even slate, you will largely be limited to exporting to whatever bulk goods traders happen to visit. Sculptures can be sold to ''anyone'' and offer a 10% premium on their sale price, as such they are appropriate for most colony circumstances.
 
 
 
Marble may be worth extra consideration, as it provides a large bonus to beauty. Marble walls, marble sculptures, even marble slab beds will be more beautiful than their other stone counterparts. Beautiful surroundings increases [[mood]], so it can keep your colony from descending into chaos... or even inspire an artist or two to create legendary works. Marble furniture can be placed around the colony and easily uninstalled later when it comes time to export them.
 
 
 
Ultimately, chunk->block value production is simply a function of how much work your pawns apply. With the Ideology DLC installed, [[slaves]]{{IdeologyIcon}} are ideal as stone cutters as the task doesn't depend on any of the pawn's skills. The -15% work speed from slaves is offset by a lack of need for recreation. Adding a [[circadian half-cycler]]{{RoyaltyIcon}} further increases efficiency by removing the need for sleep at the cost of -15% consciousness.
 
  
 
== The most money ==
 
== The most money ==
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* [[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. Due to travel speed, the actual result will be much smaller.
 
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. Due to travel speed, the actual result will be much smaller.
 
With the release of [[Biotech]]{{BiotechIcon}}, there are even more avenues to squeeze wealth out of your growing. Genes like [[Genes#Psychic_bonding|psychic bonding]]{{BiotechIcon}} or [[pollution stimulus]]{{BiotechIcon}} offer direct manipulation and move speed buffs. Even better, your single grower could also be a [[mechanitor]]{{BiotechIcon}} who controls dozens of [[agrihand]]s{{BiotechIcon}}. Once they've been set up, they'll work forever unless anything harms them. (NB: A plants specialist cannot gestate or repair mechs, but you can set them up ''before'' becoming a plants specialist!)
 
  
 
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}}.

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