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:{{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, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]].
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:{{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]].
 
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[[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 crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction  
 
[[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 crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction  
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|-
 
|-
 
! Crop
 
! Crop
! Planter Work<br>(per plant){{ref label|SowB|1}}
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! Planter Work<br>(per plant){{ref label|Sow|1}}
! Raw material<br>(per plant){{ref label|GrowYieldB|2}}
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! Raw material<br>(per plant){{ref label|GrowYield|2}}
 
! Market Value<br>(per plant)
 
! Market Value<br>(per plant)
 
! Value<br>(per hr work)
 
! Value<br>(per hr work)
! Real days<br>to grow{{ref label|FertB|3}}
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! Real days<br>to grow{{ref label|Fert|3}}
 
! Profit/day<br>plant growth
 
! Profit/day<br>plant growth
 
|-
 
|-
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| N/A
 
| N/A
 
|}
 
|}
:{{note label|SowB|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|GrowYieldB|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|FertB|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants.
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:{{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 [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.
 
:{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.
 
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Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in [[hydroponics]].
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Psychoid and cloth are the clear winners when selling raw.
  
 
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
 
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
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*'''Drug Comparison'''
 
*'''Drug Comparison'''
Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but [[hydroponics]] space is, then smokeleaf is the superior choice. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits.  
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Flake is the absolute winner for all relevant stats, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits.
  
 
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.
 
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.

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