Difference between revisions of "Gold tile"

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{{infobox main|structure|
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{{Infobox main|structure
|name = Gold tile
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| name = Gold tile
|description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.
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| image = ground gold tile.png
|image = ground gold tile.png|Gold tile
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| description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.
|info =  
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<!-- Base Stats -->
|type = Floor
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| type = Floor
|type2 =  
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| marketvalue = 705
|placeable = Yes
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| beauty = 11
|size = 1 ˣ 1
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| flammability = 0
|speed = 1
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<!-- Building -->
|beauty = 12
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| size = 1 ˣ 1
|work to make = 800
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| placeable = True
|resource 1 = Gold
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| cleanliness = +0.2
|resource 1 amount = 70
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| cleaning time factor = 0.6
|deconstruct yield = {{icon|gold|53}}
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| filth multiplier = 1
|marketvalue = 705
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| speed = 1
 +
<!-- Creation -->
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| research = Smithing
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| work to make = 800
 
| skill 1 = Construction
 
| skill 1 = Construction
 
| skill 1 level = 3
 
| skill 1 level = 3
 +
| resource 1 = Gold
 +
| resource 1 amount = 70
 +
| deconstructable = true
 +
<!-- Wiki -->
 +
| page verified for version = 1.3.3101
 
}}
 
}}
'''Gold tile''' is one of several types of [[floor]] that can be constructed. It provides the most [[Beauty]] of any flooring type in-game, however, it is also the most expensive.  For users of the [[Royalty DLC]], it is considered a fine tile.  
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'''Gold tile''' is one of several types of [[floor]] that can be constructed.
  
Gold tiles also has a 0.2 [[Room stats#Cleanliness|cleanliness]] value.
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== Acquisition ==
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Gold tiles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
==Acquisition==
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==Summary==
Constructing gold tiles requires [[Research#Smithing|Smithing]] to be researched. Each tile requires {{icon|gold|70}} [[gold]] and a [[construction]] skill of 3.
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Gold tiles gives {{+|{{P|Beauty Base}}}} [[beauty]], the highest of any floor in the game, and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.
  
==Analysis==
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Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}
Gold tiles are generally impractical for most colonies. Each tile adds 705 {{icon small|silver}} [[silver]] to colony [[Wealth management|Wealth]] and the beauty provided by each tile is significantly less, almost 10%, than the beauty provided by a [[sculpture]] of around the same value. Conversely, a gold [[small sculpture]] provides over 18x the [[Beauty]] at normal quality, while also using only 71% of the resources. Thus, the [[gold]] is much better used for other uses.
 
  
Theoretically hwoever, there are two primary use cases for gold tile, namely general flooring and fine flooring for meeting the room requirements of [[noble]]s {{royaltyIcon}}.  
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== Analysis ==
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Gold tiles are generally impractical for most colonies. A normal [[quality]] gold [[sculpture]] provides a [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} gold tiles, for {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} tiles worth of gold. Creating [[silver]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent [[mental break]]s from occuring. The clean time also helps when dealing with blood.
  
===General Flooring===
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However, for any use of flooring, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty, for only {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value. Even with 0% [[Trade Price Improvement]], you are better off just selling the gold and making silver tiles and statues.
Compared to other floors, they are the most beautiful by a large margin, but are extaordinarily expensive and add a massive amount of [[wealth management|Wealth]] to the colony. While it is an easy-to-defend way to improve area [[beauty]] and [[cleanliness]] as it cannot typically be destroyed without player intervention, their practical use as  flooring is essentially limited to of player preference. As noted above it is vastly more more efficient to construct [[sculptures]] to improve [[room stats|room beauty]] in most circumstances.  
 
  
Like [[silver tile]]s, they technically could have merit for use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occuring at inopportune times, but where sculptures would be at risk of destruction. However, silver tiles are much more cost effective in this role, offering 40% of the beauty for only 10% of the market value.
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For endgame colonies, gold tiles are the statistically best floor. Other floors can add to [[style]]{{IdeologyIcon}} dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the [[raid points]] cap, then there's no reason ''not'' to use gold.
 
 
===Fine Flooring===
 
{{Royalty|No category}}
 
Gold tiles do have advantages over [[fine carpets]] and [[fine stone tiles]]. Gold tiles offer significantly higher beauty than both (12 vs 4 and 3 respectively), a [[cleanliness]] bonus, non-flammability, are significantly faster to construct, and only require a [[Skills#Construction|construction skill]] of 3 instead of 6. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get [[filth]]y. The cleanliness-improving effects are most important in very high-impressiveness rooms.  Impressiveness values weight heavily towards the lowest stat, and aside from [[silver tile]] there are no other ways to improve a room's cleanliness while keeping it fine-floored.
 
 
 
Also of note, the research required for gold tiles, [[Research#Smithing|Smithing]], is very important to game progression and is likely to be unlocked anyway. Fine stone tiles requires the similar vital [[Research#Stonecutting|Stonecutting]], but fine carpets requires [[Research#Carpet making|Carpet Making]] which will not be a priority in many
 
 
 
However, their cost - both in terms of aquisition and effect on colony [[wealth management|colony wealth]] is significant - there is essentially no reason to use gold tiles over using the other alternatives and spending the remaining wealth or materials on [[sculptures]] to more than make up for the lost beauty and impressiveness. Even a relatively low skilled [[Skills#Artistic|artist]] can turn the surplus gold into sculptures of sufficient [[quality]] to improve the [[room stats]] beyond that of the gold tiles.
 
 
 
This also holds true in comparison to the the last fine floor, [[silver tile]]s. They are also similarly quick to lay, have the same clealiness bonus, and require the same skill and research. While they have a lower beauty value of 5, silver tiles are much more cost effective, offering 40% of the beauty for only 10% of the market value
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
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* [[Version/1.1.2562|1.1.2562]] - Now considered fine floor.
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* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
  
{{nav|floor|wide}}
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{{Nav|floor|wide}}
 
[[Category:Floor]]
 
[[Category:Floor]]
 +
[[Category:Fine floor]]

Latest revision as of 12:06, 10 April 2023

Gold tile

Gold tile

For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.

Base Stats

Type
Floor
Market Value
705 Silver
Beauty
11
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleanliness
+0.2
Cleaning Time Multiplier
60%
Filth Multiplier
100%
Move Speed Factor
100%

Creation

Required Research
Smithing
Skill Required
Construction 3
Work To Make
800 ticks (13.33 secs)
Resources to make
Gold 70
Deconstruct yield
Gold 35

Gold tile is one of several types of floor that can be constructed.

Acquisition[edit]

Gold tiles can be constructed once the Smithing research project has been completed. Each tile requires Gold 70 Gold, 800 ticks (13.33 secs) of work, and a Construction skill of 3.

Summary[edit]

Gold tiles gives +11 beauty, the highest of any floor in the game, and has a cleanliness of +0.2. It also takes 60% the time to clean filth on it. It is not flammable and does not penalize walk speed.

Gold tiles also count as a fine floor for the purposes of nobles.Content added by the Royalty DLC

Analysis[edit]

Gold tiles are generally impractical for most colonies. A normal quality gold sculpture provides a beauty of 20 gold tiles, for 7.1 tiles worth of gold. Creating silver, marble, or even wood sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by raiders, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent mental breaks from occuring. The clean time also helps when dealing with blood.

However, for any use of flooring, silver tile is a more practical choice. Silver is also a fine floor, has the same clean time, and gives 36% of the beauty, for only 10% of the market value. Even with 0% Trade Price Improvement, you are better off just selling the gold and making silver tiles and statues.

For endgame colonies, gold tiles are the statistically best floor. Other floors can add to styleContent added by the Ideology DLC dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the raid points cap, then there's no reason not to use gold.

Version history[edit]