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'''Wealth management''' is the practice of managing the wealth present in a colony to reduce the difficulty of the [[raids]] that it encounters. | '''Wealth management''' is the practice of managing the wealth present in a colony to reduce the difficulty of the [[raids]] that it encounters. | ||
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|"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) | |"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) | ||
|} | |} | ||
− | Storyteller | + | "Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points". |
− | + | {| class="wikitable" | |
+ | |- | ||
+ | !Graph || Points || Storyteller Wealth | ||
+ | |- | ||
+ | | rowspan="5" | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style="text-align:right" | 0 || style="text-align:right" | 0 | ||
+ | |- | ||
+ | | style="text-align:right" | 0 || style="text-align:right" | 14,000 | ||
+ | |- | ||
+ | | style="text-align:right" | 2,400 || style="text-align:right" | 400,000 | ||
+ | |- | ||
+ | | style="text-align:right" | 3,600 || style="text-align:right" | 700,000 | ||
+ | |- | ||
+ | | style="text-align:right" | 4,200 || style="text-align:right" | 1,000,000 | ||
+ | |} | ||
− | + | Items on the ground that you can see are counted towards wealth. This includes any amount of [[corpse]]s and their [[clothing]], items dropped by [[siege]]s, and items held by pawns, but not [[chunk]]s or items hidden inside an [[ancient danger]]. Items in a [[caravan]] stop counting as soon as they leave your colony map. | |
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− | Wealth | + | Wealth points are then multiplied by [[Raid points#Difficulty|difficulty threat scale]] and [[Raid points#Adaptation factor|Adaptation factor]]. At 100% threat scale (Strive to Survive) with neutral adaptation, you will receive 100% raid points. |
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The maximum wealth is 1,000,000 for the purposes of raid points, and the maximum number of raid points is 10,000. If one of these two caps are reached, then there is no point managing wealth any further. | The maximum wealth is 1,000,000 for the purposes of raid points, and the maximum number of raid points is 10,000. If one of these two caps are reached, then there is no point managing wealth any further. | ||
− | + | ==Empirical testing== | |
''Due to rounding and other modifiers to raid size, including the type of raid, these numbers may not be entirely accurate.'' | ''Due to rounding and other modifiers to raid size, including the type of raid, these numbers may not be entirely accurate.'' | ||
− | A colony starts with 3 colonists and about $ | + | A colony starts with 3 colonists and about $105000 wealth. They suddenly gain 1666 [[beer]], worth just under {{icon small|silver||20000}}. For a [[scyther]]-only mechanoid raid: |
*'''Strive to Survive (100% threat)''': 3 scythers increases to 4 scythers. | *'''Strive to Survive (100% threat)''': 3 scythers increases to 4 scythers. | ||
*'''Losing is Fun (220% threat)''': 9 scythers increases to 10-11 scythers. | *'''Losing is Fun (220% threat)''': 9 scythers increases to 10-11 scythers. | ||
*'''500% threat scale''': 21 scythers increases to 25-26 scythers. | *'''500% threat scale''': 21 scythers increases to 25-26 scythers. | ||
− | To be specific, raid points have increased by | + | To be specific, raid points have increased by 120, which is then multiplied by threat scale (e.g. 220% more points for Losing is Fun). A scyther is worth 150 points. A generic tribal is worth 30-60 points, a fairly well-armed pirate is worth 90 points, and the strongest pirates are worth 150 points. A [[centipede]] is worth 400 combat points. |
The 1-2 scyther difference in Losing is Fun might seem small, but keep in mind that this is ''after'' reaching $100000 wealth. For example, the same {{icon small|silver||20000}} could increase 5 scythers to 7, which ''is'' quite a large increase. These 3 colonists will have a rough time handling 7 scythers, let alone 9, let alone 21 or 26 from a custom 500% difficulty. | The 1-2 scyther difference in Losing is Fun might seem small, but keep in mind that this is ''after'' reaching $100000 wealth. For example, the same {{icon small|silver||20000}} could increase 5 scythers to 7, which ''is'' quite a large increase. These 3 colonists will have a rough time handling 7 scythers, let alone 9, let alone 21 or 26 from a custom 500% difficulty. | ||
− | === | + | === Analysis === |
− | + | While wealth is clearly a primary driver in the raid point scaling, the effect is often exaggerated and certain causes of wealth blamed unnecessarily. Put simply, it takes a significant amount of wealth to noticeably affect raid sizes. Often, it is colonist count and the normal scaling causing the actual problem. In general, wealth starts to matter more in the higher [[difficulty|difficulties]]. It has a minimal impact in Adventure Story, for instance. | |
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− | + | That does not mean that wealth management is without merit - it just means that the gains must be considered objectively. E.g. Is a strategy requiring significant micromanagement worth it when it reduces raid size by one scyther? | |
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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 | + | 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 massive impact on Losing is Fun or 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 == | + | ==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 | + | # Wealth investment, where wealth gain is not retarded 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. | ||
− | When considering cost savings, relate it to how many raiders you'd save. An extra tribal raider is worth around 45 | + | When considering cost savings, relate it to how many raiders you'd save. An extra tribal raider is worth around 45 CP. In Strive to Survive, this equates to {{icon small|silver||7500}}. In Losing is Fun, the raider would be worth {{icon small|silver||3400}}. At 500% threat, they'd be worth {{icon small|silver||1700}}. |
===Wealth control strategies=== | ===Wealth control strategies=== | ||
− | + | *'''Try not to overproduce'''. If there's one tip that's relevant to difficulties below Losing is Fun, it's this. You shouldn't need 3000 units of [[rice]] to feed 5 colonists, even in the [[toxic fallout|worst]] [[volcanic winter|scenarios]]. You shouldn't need to make 100 [[fine meal]]s in advance, mine [[ore]] for the sake of giving your miner some work, or harvest every raider's [[organ harvesting|organs]] for the sake of the war crime. Try not to produce what you don't need in the near future. And, unless you really need to buy something, don't do things for the purpose of money. | |
− | *'''Try not to overproduce'''. If there's one tip that's relevant to difficulties below Losing is Fun, it's this. You shouldn't need | ||
** Think about it this way: a raider's [[kidney]], [[lung]], and [[heart]] are worth {{icon small|silver||3100}}, and their [[human leather]] is worth a bit more. In Losing is Fun, every raider you harvest gives you an extra raider. The organs aren't doing anything for you, until you either sell, gift, or install them. | ** Think about it this way: a raider's [[kidney]], [[lung]], and [[heart]] are worth {{icon small|silver||3100}}, and their [[human leather]] is worth a bit more. In Losing is Fun, every raider you harvest gives you an extra raider. The organs aren't doing anything for you, until you either sell, gift, or install them. | ||
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*'''Destroy useless items'''. Burn [[corpse]]s and [[electric smelter|smelt]] any unnecessary [[weapon]]s from raiders. [[Fire]] makes quick work of any flammable objects; just put them in a fireproof room, first. | *'''Destroy useless items'''. Burn [[corpse]]s and [[electric smelter|smelt]] any unnecessary [[weapon]]s from raiders. [[Fire]] makes quick work of any flammable objects; just put them in a fireproof room, first. | ||
** If you can't destroy them, then at least let them [[deterioration|deteriorate]] - water erodes the fastest. | ** If you can't destroy them, then at least let them [[deterioration|deteriorate]] - water erodes the fastest. | ||
** Weapons are quite valuable, despite traders only paying 20% for them. A single [[heavy SMG]] is worth {{icon small|silver}} 355, before HP or quality. Weapons can quickly pile up; a dozen firearms can be worth thousands of market value. | ** Weapons are quite valuable, despite traders only paying 20% for them. A single [[heavy SMG]] is worth {{icon small|silver}} 355, before HP or quality. Weapons can quickly pile up; a dozen firearms can be worth thousands of market value. | ||
− | **Rotten corpses and damaged clothes are worth single-digit numbers of wealth. Fresh corpses are worth a fair amount, about {{icon small|silver}} | + | **Rotten corpses and damaged clothes are worth single-digit numbers of wealth. Fresh corpses are worth a fair amount, about {{icon small|silver}} 200 / corpse, which is relevant for large raids back-to-back. |
− | *'''Gift excess items to other [[faction]]s'''. Excess food, [[leather]]s, [[drug]]s, and even [[silver]] may not help your colony for the near future. | + | *'''Gift excess items to other [[faction]]s'''. Excess food, [[leather]]s, [[drug]]s, and even [[silver]] may not help your colony for the near future. These items can easily be replaced later on. Right now, you can gift your surplus to other factions for a [[goodwill]] boost. Eventually, you can call said factions as an ally, turning this into an investment that completely destroys wealth. It's alright to keep items like [[component]]s, which are more difficult to acquire. |
**Traders will visit your colony every so often, or you can create a [[caravan]] or deploy [[transport pod]]s. | **Traders will visit your colony every so often, or you can create a [[caravan]] or deploy [[transport pod]]s. | ||
**'''Simply destroy those items.''' If you can't be bothered to give them away, then destroy the items with [[fire]], [[frag grenade]]s. or dump them on the world map with a short [[caravan]] trip. | **'''Simply destroy those items.''' If you can't be bothered to give them away, then destroy the items with [[fire]], [[frag grenade]]s. or dump them on the world map with a short [[caravan]] trip. | ||
*'''Have rooms perform multiple functions'''. For example, combining Dining and Recreation rooms into a larger one has 0 penalty, giving both ''Impressive'' [[mood]]lets for the cost of 1. | *'''Have rooms perform multiple functions'''. For example, combining Dining and Recreation rooms into a larger one has 0 penalty, giving both ''Impressive'' [[mood]]lets for the cost of 1. | ||
**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, | + | **Throne rooms{{RoyaltyIcon}} and ritual rooms{{IdeologyIcon}} do not allow beds or work stations, and throne rooms do not allow ritual items. However, they can be combined with dining and recreation. [[Ascetic]] pawns do not have any requirements for their bed rooms. Meanwhile, the ritual room standards are only enforced at fairly high expectations. |
− | * '''Let | + | * '''Let 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). |
** 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. | ||
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*'''Accept a lower amount of "progress"'''. You don't need an opulent [[carpet]] if your colonists are just fine with [[concrete]] and a few [[flower pot]]s, or a dirt floor planted constantly planted with [[daylily]]s. Upgrades may seem small, but upgrading everywhere will quicky pile up wealth. | *'''Accept a lower amount of "progress"'''. You don't need an opulent [[carpet]] if your colonists are just fine with [[concrete]] and a few [[flower pot]]s, or a dirt floor planted constantly planted with [[daylily]]s. Upgrades may seem small, but upgrading everywhere will quicky pile up wealth. | ||
− | === Wealth investment strategies === | + | ===Wealth investment strategies=== |
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When interacting with any [[trader]], your colony will always buy and sell at a [[Market Value]] loss. At most, it's net equal. Therefore, selling your [[flake]] actually ''lowers'' your wealth. | When interacting with any [[trader]], your colony will always buy and sell at a [[Market Value]] loss. At most, it's net equal. Therefore, selling your [[flake]] actually ''lowers'' your wealth. | ||
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**[[Reinforced barrel]]s, to replenish [[mortar]]s. | **[[Reinforced barrel]]s, to replenish [[mortar]]s. | ||
**When bonded, [[persona weapon]]s{{RoyaltyIcon}} have no value, both for [[trade]] and for the purposes of [[raid points]]. | **When bonded, [[persona weapon]]s{{RoyaltyIcon}} have no value, both for [[trade]] and for the purposes of [[raid points]]. | ||
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*[[Skilltrainer]]s and [[psytrainer]]s{{RoyaltyIcon}}, which are consumed to improve pawn stats. | *[[Skilltrainer]]s and [[psytrainer]]s{{RoyaltyIcon}}, which are consumed to improve pawn stats. | ||
*[[Artifact]]s - When used correctly, [[psychic shock lance]]s, [[psychic insanity lance]]s, and [[psychic animal pulser]]s can all save your colony in a pinch. | *[[Artifact]]s - When used correctly, [[psychic shock lance]]s, [[psychic insanity lance]]s, and [[psychic animal pulser]]s can all save your colony in a pinch. | ||
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