Editing User:Hordes/Money making guide
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | 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== | ||
+ | In general, (SUMMARY HERE) | ||
+ | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
Line 21: | Line 25: | ||
! 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]] | ||
Line 31: | Line 35: | ||
| {{icon small|silver}} 163.5 | | {{icon small|silver}} 163.5 | ||
| 20.86 days | | 20.86 days | ||
− | | | + | | 0.696 |
|- | |- | ||
| [[Haygrass]] | | [[Haygrass]] | ||
Line 39: | Line 43: | ||
| {{icon small|silver}} 73.0 | | {{icon small|silver}} 73.0 | ||
| 12.92 days | | 12.92 days | ||
− | | | + | | 0.501 |
|- | |- | ||
| [[Rice plant]] | | [[Rice plant]] | ||
Line 47: | Line 51: | ||
| {{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}} Time to grow, taking into account day/night cycles | + | :{{note label|Fert|3}} Time to grow, taking into account day/night cycles. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any of the cash crops, but cannot be processed any further, meaning it is reliant entirely on the grow cycle. It also is less valuable per item than [[psychoid plant|psychoid]], meaning more time is spent hauling. Corn is more difficult to grow in biomes with winter. In addition, the slow growing cycle makes it vulnerable to destruction, whenever by [[fire]] or [[blight]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | [[ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. [[Rice plant|Rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. | |
− | + | ==Drug crops== | |
− | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
! Crop | ! Crop | ||
− | ! Planter Work<br>(per plant){{ref label| | + | ! Planter Work<br>(per plant){{ref label|Sow|1}} |
− | ! Raw material<br>(per plant){{ref label| | + | ! Raw material<br>(per plant){{ref label|GrowYield|2}} |
! Market Value<br>(per plant) | ! Market Value<br>(per plant) | ||
− | ! Value<br>( | + | ! Value<br>(hr work) |
− | ! Real days<br>to grow{{ref label| | + | ! Real days<br>to grow{{ref label|Fert|3}} |
− | ! Profit/day | + | ! Profit / day |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| [[Hops]] | | [[Hops]] | ||
Line 124: | Line 79: | ||
| {{icon small|silver}} 70.27 | | {{icon small|silver}} 70.27 | ||
| 9.23 days | | 9.23 days | ||
− | | | + | | A |
|- | |- | ||
| [[Smokeleaf plant]] | | [[Smokeleaf plant]] | ||
Line 132: | Line 87: | ||
| {{icon small|silver}} 97.3 | | {{icon small|silver}} 97.3 | ||
| 12.92 days | | 12.92 days | ||
− | | | + | | B |
|- | |- | ||
| [[Psychoid plant]] | | [[Psychoid plant]] | ||
Line 140: | Line 95: | ||
| {{icon small|silver}} 102.7 | | {{icon small|silver}} 102.7 | ||
| 16.62 days | | 16.62 days | ||
− | | | + | | C |
|- | |- | ||
| [[Ambrosia bush]]{{ref label|Ambrosia|4}} | | [[Ambrosia bush]]{{ref label|Ambrosia|4}} | ||
Line 150: | Line 105: | ||
| N/A | | N/A | ||
|} | |} | ||
− | :{{note label| | + | :{{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| | + | :{{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| | + | :{{note label|Fert|3}} Assuming 100% soil fertility. Hops and Psychoid plants have reduced Fert. Sensitivity. |
− | :{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the | + | :{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the event. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
! Drug | ! Drug | ||
! Synthesis Work<br>(per plant) | ! Synthesis Work<br>(per plant) | ||
− | ! | + | ! Raw material<br>(per plant) |
− | |||
− | |||
− | |||
! Added Value<br>(per plant) | ! Added Value<br>(per plant) | ||
− | ! Added Value<br>( | + | ! Added Value<br>(hr work) |
− | ! Profit/day | + | ! M. Value Drug<br>(total hr work) |
+ | ! Real days<br>to grow | ||
+ | ! Profit / day | ||
|- | |- | ||
|[[Beer]] | |[[Beer]] | ||
− | | 320 ticks (Cook){{ref label|Beer| | + | | 320 ticks (Cook){{ref label|Beer|1}} |
| {{icon small|beer}} 1.6 | | {{icon small|beer}} 1.6 | ||
− | |||
− | |||
− | |||
| {{icon small|silver}} 8.8 | | {{icon small|silver}} 8.8 | ||
| {{icon small|silver}} 68.75 | | {{icon small|silver}} 68.75 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 69.56 |
+ | | 9.23 days | ||
+ | | A | ||
|- | |- | ||
|[[Smokeleaf joint]] | |[[Smokeleaf joint]] | ||
| 1012.5 ticks (Cook) | | 1012.5 ticks (Cook) | ||
| {{icon small|smokeleaf joint}} 2.25 | | {{icon small|smokeleaf joint}} 2.25 | ||
− | |||
− | |||
− | |||
| {{icon small|silver}} 10.35 | | {{icon small|silver}} 10.35 | ||
| {{icon small|silver}} 25.56 | | {{icon small|silver}} 25.56 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 46.22 |
+ | | 12.92 days | ||
+ | | B | ||
|- | |- | ||
| [[Psychite tea]] | | [[Psychite tea]] | ||
− | | 800 ticks ( | + | | 800 ticks (Intel.) |
| {{icon small|psychite tea}} 2 | | {{icon small|psychite tea}} 2 | ||
− | |||
− | |||
− | |||
| {{icon small|silver}} 2.4 | | {{icon small|silver}} 2.4 | ||
| {{icon small|silver}} 7.5 | | {{icon small|silver}} 7.5 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 42.73 |
+ | | 16.62 days | ||
+ | | C | ||
|- | |- | ||
| [[Flake]] | | [[Flake]] | ||
| 500 ticks (Intel.) | | 500 ticks (Intel.) | ||
| {{icon small|flake}} 2 | | {{icon small|flake}} 2 | ||
− | |||
− | |||
− | |||
| {{icon small|silver}} 12.8 | | {{icon small|silver}} 12.8 | ||
| {{icon small|silver}} 64 | | {{icon small|silver}} 64 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 80.46 |
+ | | 16.62 days | ||
+ | | C | ||
|- | |- | ||
| [[Yayo]] | | [[Yayo]] | ||
| 350 ticks (Intel.) | | 350 ticks (Intel.) | ||
| {{icon small|yayo}} 1 | | {{icon small|yayo}} 1 | ||
− | |||
− | |||
− | |||
| {{icon small|silver}} 5.8 | | {{icon small|silver}} 5.8 | ||
| {{icon small|silver}} 41.43 | | {{icon small|silver}} 41.43 | ||
− | | {{icon small|silver}} | + | | {{icon small|silver}} 72.92 |
+ | | 16.62 days | ||
+ | | C | ||
|- | |- | ||
|} | |} | ||
− | :{{note label| | + | :{{note label|Beer|1}} For beer, [[hops]] need to be converted into [[wort]], then put into a [[fermenting barrel]] to make beer. This extra hauling work is not accounted for. |
− | + | ||
− | |||
− | |||
− | |||
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 | + | All calculations assume that a drug is constantly being planted and harvested by 1 pawn. This is 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, 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. |
− | |||
− | Creating drugs allows 2 pawns, perhaps with different skills | ||
The second advantage is logistic. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't. | The second advantage is logistic. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |