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'''Wealth''' is a sum of the [[Market Value]] from your items, buildings, and pawns. A colony's total wealth can be viewed in the [[History]] tab and going to the [[History#Statistics|Statistics]] tab. It has a few impacts on the game. | '''Wealth''' is a sum of the [[Market Value]] from your items, buildings, and pawns. A colony's total wealth can be viewed in the [[History]] tab and going to the [[History#Statistics|Statistics]] tab. It has a few impacts on the game. | ||
− | == Raids == | + | ==Raids== |
{{Main|Raid points}} | {{Main|Raid points}} | ||
Wealth is a key factor in determining the size of [[raid]]s. Specifically, a colony's entire wealth is converted into "Storyteller Wealth", as follows: | Wealth is a key factor in determining the size of [[raid]]s. Specifically, a colony's entire wealth is converted into "Storyteller Wealth", as follows: | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | | "Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) | + | |- |
+ | |"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) | ||
|} | |} | ||
− | + | In practice, this just means that buildings placed on the ground count as half wealth for the purposes of raids. This "Storyteller Wealth" is then linearly interpolated on a graph to create "Wealth Points". | |
− | In practice, this just means that buildings placed on the ground count as half wealth for the purposes of raids. | ||
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− | "Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points". | ||
{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
− | | rowspan="5" | {{ | + | !Graph || Points || Storyteller Wealth |
+ | |- | ||
+ | | rowspan="5" | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style="text-align:right" | 0 || style="text-align:right" | 0 | ||
|- | |- | ||
− | | style="text-align:right" | | + | | style="text-align:right" | 0 || style="text-align:right" | 14,000 |
|- | |- | ||
− | | style="text-align:right" | 2,400 || style="text-align:right" | | + | | style="text-align:right" | 2,400 || style="text-align:right" | 400,000 |
|- | |- | ||
− | | style="text-align:right" | 3,600 || style="text-align:right" | | + | | style="text-align:right" | 3,600 || style="text-align:right" | 700,000 |
|- | |- | ||
| style="text-align:right" | 4,200 || style="text-align:right" | 1,000,000 | | style="text-align:right" | 4,200 || style="text-align:right" | 1,000,000 | ||
|} | |} | ||
{{Clear}} | {{Clear}} | ||
+ | At 14,000 "Storyteller Wealth" there are "0 Wealth Points". At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by <code>(2,400 - 0) / (400,000 - 14,000)</code> per wealth. This means that 1 raid point is worth ~ 160.83 wealth at this threshold. | ||
− | + | Raid points are then multiplied by a number of other factors, the most important being [[difficulty]]. Specifically, the "[[AI_Storytellers#Threat scale|threat scale]]" setting is a multiplier to raid points. A colony at 200% threat scale will double the raid points, meaning wealth matters twice as much. | |
− | Wealth | + | Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points. At 100% threat with no other modifiers, this scyther would be worth {{icon small|silver}} 24,125 Storyteller Wealth. For a list of what raiders the storyteller can "buy", see [[Raiders#Humanlike|Raiders]]. |
− | + | The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, effective Storyteller Wealth will increase linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]]. | |
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− | The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, | ||
== Expectations == | == Expectations == | ||
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{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
− | + | ! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br>Loss/Day !! Num. of Recommended<br>Recreation Types | |
|- | |- | ||
− | | | + | | Extremely low expectations || {{+|30}} || 0 - 15,000 || 18% || 2 |
|- | |- | ||
− | | | + | | Very low expectations || {{+|24}} || 15,000 - 31,000 || 13% || 3 |
|- | |- | ||
− | | | + | | Low expectations || {{+|18}} || 31,000 - 81,000 || 11% || 3 |
|- | |- | ||
− | | | + | | Moderate expectations || {{+|12}} || 81,000 - 182,000 || 10% || 4 |
|- | |- | ||
− | | | + | | High expectations || {{+|6}} || 182,000 - 308,000 || 8% || 5 |
|- | |- | ||
− | | Elite expectations{{IdeologyIcon}} || {{--| 6}} || | + | | Sky-high expectations || '''0''' || 308,000 - 1,000,000,000 || 7% || 6 |
+ | |- | ||
+ | | Elite expectations{{IdeologyIcon}} || {{--|6}} || High expectations as [[Roles#Leader|leader]] or [[Roles#Moral guide|moral guide]] || 7% || 6 | ||
|- | |- | ||
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || Sky-high expectations as [[Roles#Leader|leader]] or [[Roles#Moral guide|moral guide]] || 7% || 6 | | Supreme expectations{{IdeologyIcon}}|| {{--|12}} || Sky-high expectations as [[Roles#Leader|leader]] or [[Roles#Moral guide|moral guide]] || 7% || 6 | ||
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{{Ideology|section=1}} | {{Ideology|section=1}} | ||
{{Main|Endings#The Archonexus}} | {{Main|Endings#The Archonexus}} | ||
− | A total colony wealth of $350,000 is required to accept | + | A total colony wealth of $350,000 is required to accept the first part of The Archonexus quest. In exchange for your entire colony, you will get an archonexus map piece. Three map pieces are required in total, meaning you'll need 3 separate colonies at this wealth threshold. You don't need to restart again for the third colony. |
== Analysis == | == Analysis == | ||
:''For strategies on limiting wealth, see [[wealth management]]. For strategies on increasing wealth, see [[money making guide]].'' | :''For strategies on limiting wealth, see [[wealth management]]. For strategies on increasing wealth, see [[money making guide]].'' | ||
− | To put it simply, you shouldn't feel the need to micromanage wealth, even in Losing in Fun. Extreme forms of wealth management are only really required when playing in an extreme custom [[difficulty]]. Wealth scaling means that, as your colony becomes stronger, raids become stronger - a simple relationship | + | To put it simply, you shouldn't feel the need to micromanage wealth, even in Losing in Fun. Extreme forms of wealth management are only really required when playing in an extreme custom [[difficulty]]. Wealth scaling means that, as your colony becomes stronger, raids become stronger - a simple relationship. The expectations moodlets can be countered by placing [[sculpture]]s and making rooms more beautiful. |
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− | + | In some scenarios, wealth can be helpful. For small rooms, like bedrooms, increasing wealth has a key impact on overall Impressiveness without impacting space. In a 6x7 room, going from [[wood floor]] to [[carpet]] can turn a room from '''+0''' ''Dull'' to {{+|3}} ''Slightly impressive'', from both the [[beauty]] and the wealth itself. 42 tiles of carpet would be worth {{icon small|silver||{{#expr:{{Q|Carpet|Market Value Base}} * 40}}}}, which is then halved for raid points because it is a placed building. | |
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− | <gallery widths=" | + | In Strive to Survive, the upgrade to carpet is less than 1/18th of the cheapest possible raider (per bedroom). This is almost negligible. On the flip side, wealth can matter massively at high difficulties. At 500% difficulty, upgrading just 3 bedrooms to carpet would lead to an extra raider. With 9 colonists, that's 3 raiders by using carpet bedrooms. With pirates, this could potentially lead to an extra [[doomsday rocket launcher]] or so. |
− | File:Bedroom wealth.png|The ''direct'' impact of wealth in a small 5x5 room, ignoring [[beauty]] completely. <br>Ignore it being a "barracks" | + | <br> |
− | File:Bedroom_wealth2.png| A wooden [[large sculpture]] (normal quality) adds {{ | + | <gallery widths="450px" heights="450px" class="left" mode="nolines"> |
+ | File:Bedroom wealth.png|The ''direct'' impact of wealth in a small 5x5 room, ignoring [[beauty]] completely.<br>(Ignore it being a "barracks". Bedrolls were used for demonstration purposes, as they don't increase beauty or space.) | ||
+ | File:Bedroom_wealth2.png| A wooden [[large sculpture]] (normal quality) adds {{icon small|silver}} 196, and turns this room to ''Slightly impressive''.<br>In Strive to Survive and below, this wealth won't seriously improve raids, even with multiple sculptures for multiple rooms. | ||
</gallery> | </gallery> | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |