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*Construction, art and crafting. | *Construction, art and crafting. | ||
*[[Prisoner]]s, and their [[human resources]] | *[[Prisoner]]s, and their [[human resources]] | ||
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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 | + | 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 | + | '''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. | + | 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. | ||
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{|class="wikitable" | {|class="wikitable" | ||
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! Profit @ Good<br>(per hr work) | ! Profit @ Good<br>(per hr work) | ||
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− | | [[Tribalwear]] | + | | [[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]] | + | | [[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]] | + | | [[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}} | + | | [[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 | + | 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. | ||
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