Editing Sculptures

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:
'''Sculptures''' are artistic [[buildings]] that typically have a high [[beauty]] stat. There are four types of sculptures:
+
<noinclude>{{Rewrite|reason=Total overhaul needed inc. Formatting, clarity, and independence from Small/Large/Grand Sculpture pages}}<noinclude><onlyinclude><includeonly>{{main|Sculptures}}
 +
</includeonly>Sculptures are pieces of art that (hopefully) add beauty to any room they're in once they are installed. They are one of the most effective ways to improve a room's [[impressiveness]]. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market Value|market value]].  
  
* [[Small sculpture]]
+
== Construction ==
* [[Large sculpture]]
+
The [[Menus#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece.
* [[Grand sculpture]]
 
* [[Terror sculpture]] {{IdeologyIcon}}
 
  
== Summary ==
+
Counter-intuitively, stone sculptures are not made from stone [[chunk]]s, but from multiple [[stone blocks]] at an [[art bench]], requiring an additional step of processing for those.
[[File:UnfinishedSculpture.png|left|thumb|Unfinished sculpture]]
 
All four sculptures are created from an [[art bench]] using {{Icon Small|stuff}} [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counterintuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
 
  
The sculptor's [[Artistic]] skill is the primary factor in determining the sculptures' [[quality]]. A sculptor cannot work on another sculptor's piece.
+
=== Types of Sculptures ===
 +
Sculptures come in three sizes:
 +
* [[Small sculpture]]s, which are 1x1 and require 50 materials or 500 small volume materials (silver or gold).
 +
* [[Large sculpture]]s, which are 1x1 and require 100 materials or 1000 small volume materials (silver or gold). Large sculptures require 2/3 more work than small sculptures.
 +
* [[Grand sculpture]]s, which are 2x2 and require 400 materials or 4000 small volume materials (silver or gold). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only, yielding the same overall beauty per tile as four large sculptures. Grand sculptures require almost 6x the work of a small sculpture, or 3.5x the work of a large.
  
The three sculptures in Core have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. [[Terror sculpture]]s do not increase beauty, but instead increase [[suppression]] of [[slave]]s.{{IdeologyIcon}}
+
On each individual page is a table detailing statistics on sculptures.
  
All sculptures have a 1.1x [[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].  
+
=== Usage ===
 +
The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ; for example, both sculptures in the images below are titled "Blue Forest".
 +
: <gallery widths="390px" heights="800px" class="center" mode="nolines">
 +
File:Blue Forest.png
 +
File:Blue Forest alt 1.png
 +
</gallery>
 +
</onlyinclude>
  
All sculptures will have a name and story, like items of excellent or higher qualities. See [[#Story Generation]] below for more details.
+
=== When and What To Use ===
  
The following table compares the four sculptures:
+
The small sculpture has the highest work:material ratio (6 vs 5 vs 4.4); since the base value (before the quality modifier) is work + material, that gives small sculptures the highest value per material and lowest value per work, while grand sculptures are the opposite.  What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures, whereas if you have lots of material and want to create value (relatively) quickly, make grand sculptures.  However, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a [[caravan]] of your own and go visiting, just like they do.
  
<div><li style="display: inline-table;">
+
If you're installing the sculptures to make a room impressive, it's worth noting that, in terms of beauty and wealth per tile, large and grand sculptures are equally efficient (1 grand is almost exactly the same as 4 large), but small sculptures are half as efficient (unfortunately, they can't occupy only half a tile).
{| {{STDT| sortable c_24 text-center}}
 
! Sculpture !! Size !! Materials !! Base Beauty<ref group="*" name="quality">Base values. Ignoring multipliers and offsets from materials or [[quality]].</ref> !! {{HP}}<ref group="*" name="quality" /> !! Work to make<ref group="*" name="quality" />
 
|-
 
! {{DLC Icons| {{#vardefineecho:art|Small sculpture}} }}
 
| {{Q|{{#var:art}}|Size}}
 
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
! {{DLC Icons| {{#vardefineecho:art|Large sculpture}} }}
 
| {{Q|{{#var:art}}|Size}}
 
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
! {{DLC Icons| {{#vardefineecho:art|Grand sculpture}} }}
 
| {{Q|{{#var:art}}|Size}}
 
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
! {{DLC Icons| {{#vardefineecho:art|Terror sculpture}} }}
 
| {{Q|{{#var:art}}|Size}}
 
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|}
 
</li></div>
 
<references group="*"/>
 
 
 
=== Meditation ===
 
{{Royalty|section=1}}
 
Pawns with the ''Artistic'' [[Psycasts#Psyfocus|meditation]] focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].
 
 
 
The highest quality sculpture is the primary source of psyfocus:
 
{| {{STDT| c_07 text-center}}
 
! Quality
 
! Awful
 
! Poor
 
! Normal
 
! Good
 
! Excellent
 
! Masterwork
 
! Legendary
 
|-
 
! Base Strength
 
| +12%
 
| +16%
 
| +20%
 
| +22%
 
| +24%
 
| +26%
 
| +28%
 
|}
 
 
 
The other, surrounding sculptures give a much smaller boost:
 
{| {{STDT| c_07 text-center}}
 
! Quality
 
! Awful
 
! Poor
 
! Normal
 
! Good
 
! Excellent
 
! Masterwork
 
! Legendary
 
|-
 
! Strength Offset
 
| +0%
 
| +0%
 
| +1%
 
| +1%
 
| +1%
 
| +2%
 
| +2%
 
|}
 
 
 
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
 
 
 
== Analysis ==
 
<onlyinclude>Sculptures can quickly increase the [[Impressiveness]] of a [[room]] through Wealth and Beauty, in addition to fulfilling the actual [[beauty|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
 
* Dining room
 
* Rec room
 
* Bedroom (Barracks, Prison Rooms)
 
* Hospital
 
* Throne room {{RoyaltyIcon}} & Ritual room {{IdeologyIcon}}
 
 
 
Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
 
 
 
Note that sculptures increase a ''room'''s beauty rating from anywhere inside, but will only fulfill the beauty ''need'' when in an 8-tile radius from a pawn.
 
 
 
=== Which sculpture to create ===
 
An initial consideration is the material the sculpture is to be constructed from - some materials, namely {{#ask: [[Beauty Offset::>0.000001]]}}, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of {{Q|Jade|Beauty Factor}} and an offset of {{Q|Jade|Beauty Offset}}. As such a Jade grand sculpture would have a total beauty of ({{Q|Grand sculpture|Beauty Base}} × {{Q|Jade|Beauty Factor}}) + {{Q|Jade|Beauty Offset}} or {{#expr:{{Q|Grand sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}}}}. Conversely, the {{#expr: {{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}}} large sculptures you could construct with the same materials would have a total beauty of {{#expr:({{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}) * ({{Q|Large sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}})}}. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.
 
 
 
Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest [[Market Value]] per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: [[quality]] is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of [[gold]] or [[silver]], are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.
 
 
 
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.  
 
  
Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have [[inspiration#inspired creativity|inspired creativity]], assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A [[gold]] grand sculpture costs {{Market Value Calculator|Grand sculpture|Gold|Normal}} {{Icon Small|Silver}} at Normal quality and {{Market Value Calculator|Grand sculpture|Gold|Legendary}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr:{{Market Value Calculator|Grand sculpture|Gold|Legendary}}-{{Market Value Calculator|Grand sculpture|Gold|Normal}}}} {{Icon Small|Silver}}. Four large sculptures would cost {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}} at Normal quality and {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}- 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}}.</onlyinclude>
+
The large sculpture is the best for bedrooms, as installing a 2x2 grand sculpture lowers the quality of the room by making it cramped.
  
== Material table ==
+
Sculptures should be installed in areas where pawns stay for a large amount of time, such as in research rooms, where your researcher will probably be sitting from dawn to dusk, in crafting rooms, while your crafters are on their fifth day trying to finish that set of [[power armor]], and in kitchens (especially in larger colonies, in which cooking will probably be a full time job). They should also be put in dining and recreation rooms, where rooms give a higher positive moodlet the higher the impressiveness of a room.
'''Note:''' The table below assumes Normal quality. For the effect of other qualities, see the [[#Quality table|Quality table]] or the [[Quality]] page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.
 
<div><li style="display: inline-table;">
 
{| {{STDT|sortable c_01 text-right}}
 
! Sculptures
 
! Material
 
! data-sort-type="number" | Beauty
 
! data-sort-type="number" | Work to Build
 
! data-sort-type="number" | HP
 
! data-sort-type="number" | Flamma&shy;bility
 
! data-sort-type="number" | Market Value
 
! Beauty<br>/Work
 
! Beauty<br>/Value
 
! Value<br>/Work
 
! Value<br>/Material <!--
 
-->{{#vardefine:multipleBuildings|true}}<!--
 
-->{{#vardefine:workValueRatios|true}}<!--
 
-->{{#vardefine:useWorkToMake|true}}<!--
 
-->{{#vardefine:beautyFactor|1}}<!--
 
SMALL SCULPTURE
 
-->{{#vardefine:name        | Small sculpture}}<!--
 
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 
    | format = template
 
    | template = Building Stats Table Row
 
    | link = none
 
}}<!--
 
LARGE SCULPTURE
 
-->{{#vardefine:name        | Large sculpture}}<!--
 
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 
    | format = template
 
    | template = Building Stats Table Row
 
    | link = none
 
}}<!--
 
GRAND SCULPTURE
 
-->{{#vardefine:name        | Grand sculpture}}<!--
 
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 
    | format = template
 
    | template = Building Stats Table Row
 
    | link = none
 
}}
 
|}
 
</li></div>
 
  
== Quality table ==
+
== Quality of Sculptures ==
{| {{STDT|sortable c_24 text-center}}
+
=== Quality Table ===
! Quality !! Base [[Beauty]]<br/>Modifier !! Base Value<br/>Modifier
+
: {| {{STDT|sortable c_24 text-center}}
 +
! Quality !! Base [[Beauty]]<br>Modifier !! Base Value<br>Modifier
 
|-
 
|-
! Awful
+
!Awful
 
| -10%
 
| -10%
 
| 50%
 
| 50%
 
|-
 
|-
! Poor
+
!Poor
 
| 50%
 
| 50%
 
| 75%
 
| 75%
 
|-
 
|-
! Normal
+
!Normal
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 
|-
 
|-
! Good
+
!Good
 
| 200%
 
| 200%
 
| 125% (max +500)
 
| 125% (max +500)
 
|-
 
|-
! Excellent
+
!Excellent
 
| 300%
 
| 300%
 
| 150% (max +1000)
 
| 150% (max +1000)
 
|-
 
|-
! Masterwork
+
!Masterwork
 
| 500%
 
| 500%
 
| 250% (max +2000)
 
| 250% (max +2000)
 
|-
 
|-
! Legendary
+
!Legendary
 
| 800%
 
| 800%
 
| 500% (max +3000)
 
| 500% (max +3000)
 +
|-
 +
|}
 +
 +
The quality value-increase caps may also be considered in terms of the item's base value.  For example, since good quality gives +25% of base value capped at +500, that means the good-quality cap is hit on any item whose base value exceeds 2000.  The excellent-quality cap likewise hits when +50% base value = +1000 <--> base value = 2000 (again), while masterwork's cap hits at base value 1333, and legendary's cap at base value 750.  Thus, if, say, you keep legendary items and only care about the cap on lower-quality items, then don't make gold sculptures (even small gold sculpture = $5058), and for grand sculptures only use steel ($1138) or stone ($775-$850) or wood ($745).
 +
 +
Here are the factors applied by each type of material:
 +
 +
{| {{STDT| sortable c_24 text-center}}
 +
! Material !! Cost !! Work !! Beauty !! Max HP !! Flammability
 +
|-
 +
! [[Silver]]
 +
| 10 || | 1 || | 2 +6 || | 0.7 || | 0.4
 +
|-
 +
! [[Gold]]
 +
| 100 || | 0.9 || | 4 +20 || | 0.6 || | 0.4
 +
|-
 +
! [[Steel]]
 +
| 1.9 || | 1 || | 1 || | 1 || | 0.4
 +
|-
 +
! [[Plasteel]]
 +
| 9 || | 2.2 || | 1 || | 2.8 || | 0
 +
|-
 +
! [[Wood]]
 +
| 1.2 || | 0.7 || | 1 || | 0.65 || | 1
 +
|-
 +
! [[Uranium]]
 +
| 6 || | 1.9 || | 0.5 || | 2.5 || | 0
 +
|-
 +
! [[Jade]]
 +
| 5 || | 1.4 || | 2.5 +10 || | 0.5 || | 0
 +
|-
 +
! [[Sandstone Blocks|Sandstone]]
 +
| .9 || | 1.1 || | 1.1 || | 1.4 || | 0
 +
|-
 +
! [[Granite Blocks|Granite]]
 +
| .9 || | 1.3 || | 1 || | 1.7 || | 0
 +
|-
 +
! [[Limestone Blocks|Limestone]]
 +
| .9 || | 1.3 || | 1 || | 1.55 || | 0
 +
|-
 +
! [[Slate Blocks|Slate]]
 +
| .9 || | 1.3 || | 1.1 || | 1.3 || | 0
 +
|-
 +
! [[Marble Blocks|Marble]]
 +
| .9 || | 1.15 || | 1.35 +1 || | 1.2 || | 0
 +
|}
 +
 +
For example, a large jade sculpture takes $500 in jade and 700 work time to make, has a (normal-quality) beauty of 260 (100 x 2.5 + 10), and has 75 HP.
 +
 +
=== Market Value Calculation ===
 +
As of Alpha 17 through 1.1, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110%, making them valuable trade goods.
 +
 +
In 1.1, market value is computed as (market value of materials) + (work to make) * 0.216, and the result is multiplied by a quality factor given in the table below.  (For example, steel's market price is $1.9, so a normal large sculpture has $190 in materials + (500 * 0.216 = 108) = $298.)  If the quality increases the value, the increase is capped by a number independent of the size of the sculpture, ranging from +500 for good-quality items to +3000 for legendary items (which in practice mostly matters for grand sculptures made with something more expensive than steel, and for gold sculptures).
 +
 +
The following table describes normal-quality steel sculptures.  Using other materials may multiply the beauty, max HP, and work-to-make by a factor (steel, the baseline, has a factor of 1), and also change the resulting market value.
 +
 +
{| {{STDT| sortable c_24 text-center}}
 +
! Sculptures!! Size !! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material
 +
|-
 +
! [[Small sculpture|Small]]
 +
| 1x1 || 50 || | 50 || | 90 || | 300 || | 159.8|| |0.1667 || |0.5327|| |3.196
 +
|-
 +
! [[Large sculpture|Large]]
 +
| 1x1 || 100 || | 100 || | 150 || | 500 || | 298|| | 0.2 || |0.596|| |2.98
 +
|-
 +
! [[Grand sculpture|Grand]]
 +
| 2x2 || 400 || | 400 || | 300 || | 1750 || | 1138 || | 0.2286|| | 0.6503|| |2.845
 
|}
 
|}
  
== Story generation ==
+
 
{{Rewrite|reason=More precise description of how the story is put together. See RulePacks_Art_DescriptionsPhysical.xml and RulePacks_Art_Descriptions.xml|section=1}}
+
== Story Generation ==
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
* A past event occurring in or to the colony (see below)
+
*A past event occurring in or to the colony (see below)
* A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
+
*A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
* A border to the art (e.g. "a triangular border")
+
*A border to the art (e.g. "a triangular border")
* A texture (e.g. "''insert texture example''")
+
*A texture (e.g. "<i>insert texture example</i>")
* A design style (e.g. "conveys a feeling of rage and happiness")
+
*A design style (e.g. "conveys a feeling of rage and happiness")
* A location (e.g. "in a town")
+
*A location (e.g. "in a town")
  
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
* killings
+
*killings
* social fights
+
*drunkenness
* drunkenness
+
*vomiting
* vomiting
+
*landing in drop pods
* landing in drop pods
+
*artwork created
* artwork created
+
*struck ore
* struck ore
+
*person captured
* person captured
+
*person recruited
* person recruited
+
*animal trained
* animal trained
+
*animal hunted
* animal hunted
+
*surgery done
* surgery done
+
*someone was on fire
* someone was on fire
+
*someone went psychotic
* someone went psychotic
+
*someone [[Mood#Mental Breakdowns|gave up]]
* someone [[Mood#Mental Breakdowns|gave up]]
 
  
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions
+
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
  
 
== Version history ==
 
== Version history ==
* [[Version/0.9.722|0.9.722]] - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
+
* [[Version/0.9.722|0.9.722]] - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
  
{{Nav|furniture|wide}}
 
 
[[Category:Furniture|#Sculptures]]
 
[[Category:Furniture|#Sculptures]]
 +
<noinclude>
 +
{{nav|furniture|wide}}

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)