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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. |
+ | |||
+ | 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: | ||
Line 6: | Line 8: | ||
*Construction, art and crafting. | *Construction, art and crafting. | ||
*[[Prisoner]]s, and their [[human resources]] | *[[Prisoner]]s, and their [[human resources]] | ||
− | + | ||
===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]], | + | 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]]. However, 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 | + | '''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts most item yields and 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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! Raw material<br>(per plant){{ref label|GrowYield|2}} | ! Raw material<br>(per plant){{ref label|GrowYield|2}} | ||
! Market Value<br>(per plant) | ! Market Value<br>(per plant) | ||
− | ! Value<br>( | + | ! Value<br>(hour work) |
! Real days<br>to grow{{ref label|Fert|3}} | ! Real days<br>to grow{{ref label|Fert|3}} | ||
− | ! Profit/day | + | ! Profit / day |
|- | |- | ||
| [[Corn plant]] | | [[Corn plant]] | ||
− | | 370 ticks | + | | 370 ticks |
| {{icon small|corn}} 22 | | {{icon small|corn}} 22 | ||
| {{icon small|silver}} 24.2 | | {{icon small|silver}} 24.2 | ||
| {{icon small|silver}} 163.5 | | {{icon small|silver}} 163.5 | ||
| 20.86 days | | 20.86 days | ||
− | | | + | | 0696 |
|- | |- | ||
| [[Haygrass]] | | [[Haygrass]] | ||
− | | 370 ticks | + | | 370 ticks |
| {{icon small|hay}} 18 | | {{icon small|hay}} 18 | ||
| {{icon small|silver}} 10.8 | | {{icon small|silver}} 10.8 | ||
| {{icon small|silver}} 73.0 | | {{icon small|silver}} 73.0 | ||
| 12.92 days | | 12.92 days | ||
− | | | + | | 0.501 |
|- | |- | ||
| [[Rice plant]] | | [[Rice plant]] | ||
− | | 370 ticks | + | | 370 ticks |
| {{icon small|rice}} 6 | | {{icon small|rice}} 6 | ||
| {{icon small|silver}} 6.6 | | {{icon small|silver}} 6.6 | ||
| {{icon small|silver}} 44.6 | | {{icon small|silver}} 44.6 | ||
| 5.54 days | | 5.54 days | ||
− | | | + | | 0.715 |
|} | |} | ||
:{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | :{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | ||
:{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | :{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | ||
− | :{{note label|Fert|3}} | + | :{{note label|Fert|3}} |
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− | + | [[Corn plant|Corn]] is the best crop for both food/work and |