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*Construction, art and crafting.
 
*Construction, art and crafting.
 
*[[Prisoner]]s, and their [[human resources]]
 
*[[Prisoner]]s, and their [[human resources]]
{{TOCright}}
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===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]], resulting in both lower buying prices, and higher selling prices. But 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]].
 
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]], resulting in both lower buying prices, and higher selling prices. But 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. This makes trading, in a large majority of cases, unprofitable. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising [[Trade Price Improvement|TPI]]).
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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 of most items, as well as the trade price disadvantage. Market Value does not include the 0.6x sell or 1.4x buy multiplier. 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.
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'''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts yields of most items, as well as 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==
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==Apparel and Armchairs==
 
==Apparel and Armchairs==
All the uses for [[cloth]] and other [[textile]]s. Both buildings and apparel have a [[quality]] value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the [[Quality]] page. For reference: you ''average'' normal quality at Crafting / Construction 6. You average good quality at Skill 13.  
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All the uses for [[cloth]] and other [[textile]]s. Both buildings and apparel have a [[quality]] value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the [[Quality]] page.
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For reference: you ''average'' normal quality at Crafting / Construction 6. You average good quality at Skill 13.  
  
For this comparison, each product is made out of [[cloth]].
 
 
{|class="wikitable"
 
{|class="wikitable"
 
|-
 
|-
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! Profit @ Good<br>(per hr work)
 
! Profit @ Good<br>(per hr work)
 
|-
 
|-
| [[Tribalwear]]
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| [[Tribalwear]] (Cloth)
 
| 1800 ticks (Craft)
 
| 1800 ticks (Craft)
 
| {{icon small|cloth}} 60 ({{icon small|silver}} 90)
 
| {{icon small|cloth}} 60 ({{icon small|silver}} 90)
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| {{icon small|silver}} 43.4
 
| {{icon small|silver}} 43.4
 
|-
 
|-
| [[Duster]]
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| [[Duster]] (Cloth)
 
| 10000 ticks (Craft)
 
| 10000 ticks (Craft)
 
| {{icon small|cloth}} 80 ({{icon small|silver}} 120)
 
| {{icon small|cloth}} 80 ({{icon small|silver}} 120)
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| {{icon small|silver}} 18.75
 
| {{icon small|silver}} 18.75
 
|-
 
|-
| [[Armchair]]
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| [[Armchair]] (Cloth)
 
| 14000 ticks (Constr.)
 
| 14000 ticks (Constr.)
 
| {{icon small|cloth}} 110 ({{icon small|silver}} 165)
 
| {{icon small|cloth}} 110 ({{icon small|silver}} 165)
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| {{icon small|silver}} 4.13
 
| {{icon small|silver}} 4.13
 
|-
 
|-
| [[Corset]]{{RoyaltyIcon}}<br>[[Formal vest]]{{RoyaltyIcon}}
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| [[Corset]]{{RoyaltyIcon}} (Cloth)<br>[[Formal vest]]{{RoyaltyIcon}} (Cloth)
 
| 12000 ticks (Craft)
 
| 12000 ticks (Craft)
 
| {{icon small|cloth}} 45 ({{icon small|silver}} 67.5)
 
| {{icon small|cloth}} 45 ({{icon small|silver}} 67.5)
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----
 
----
  
Dusters{{RimworldIcon}} or [[Corset]]s{{RoyaltyIcon}} / [[Formal vest]]s{{RoyaltyIcon}} are most valuable crafted items in terms of Profit/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality textiles to any traders that show up. Tribalwear is the polar opposite; best in $/work but worst in profit/material. If you have a lot of spare material but need extra money fast, then create those. In addition, tribalwear is more impacted by [[quality]] than the fancier clothing.
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Dusters{{RimworldIcon}} or [[Corset]]s{{RoyaltyIcon}} / [[Formal vest]]s{{RoyaltyIcon}} are most valuable crafted items in terms of Profit/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality textiles to any traders that show up. Tribalwear is the polar opposite; best in $/work but worst in profit/material. If you have a lot of spare material but need money fast, then create those. In addition, tribalwear is more impacted by [[quality]] than the fancier clothing.
  
 
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a ''much'' better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.
 
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a ''much'' better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.
 
==Sculptures==
 
The game encourages creating art for sale, as it is about 57% more profitable than most constructed items.  Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.
 
 
Small sculptures have the highest profit/material and lowestprofit/work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). 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. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.
 
 
Also, be mindful that traders may not have enough silver/goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver.
 
 
{|class="wikitable sortable"
 
|-
 
! Size
 
! Work to process
 
! Profit / Material
 
! Profit / Work Hour
 
|-
 
| [[Small sculpture]]
 
| 12600
 
| {{icon small|silver}} 0.88
 
| {{icon small|silver}} 6.6
 
|-
 
| [[Large sculpture]]
 
| 21000
 
| {{icon small|silver}} 0.76
 
| {{icon small|silver}} 6.825
 
|-
 
| [[Grand sculpture]]
 
| 73500
 
| {{icon small|silver}} 0.6625
 
| {{icon small|silver}} 11.55
 
|}
 
 
It is about 1/10th as profitable to make sculptures per unit work as to farm crops.
 
 
== Ranching ==
 
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan!
 
 
Note that since this is designed to be a minimal-labor strategy, it may be necessary to exclude your colonists from pens containing harvestable animals. Additionally, this may make it more profitable to immediately sell a sick animal rather then spend labor and resources on helping it recover.
 
 
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
 
 
== Material Production ==
 
(tbd)
 
 
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