Editing Wealth

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 2: Line 2:
 
'''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:
 
 
{| 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.  
 
In practice, this just means that buildings placed on the ground count as half wealth for the purposes of raids.  
  
Once you get "Storyteller Wealth", it is converted into "Wealth Points" and "Pawn Points", which are added together.
+
=== Base points ===
 
+
This "Storyteller Wealth" is then linearly interpolated on a graph to create "Wealth Points".
=== Wealth points ===
 
"Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points".
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Graph || Points || Storyteller Wealth
 
 
|-
 
|-
| rowspan="5" | {{Graph:Chart | 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
+
!Graph || Points || Storyteller Wealth
 
|-
 
|-
| style="text-align:right" |     0 || style="text-align:right" |   14,000
+
| 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" | 2,400 || style="text-align:right" |   400,000
+
| style="text-align:right" | 0 || style="text-align:right" | 14,000
 
|-
 
|-
| style="text-align:right" | 3,600 || style="text-align:right" |   700,000
+
| style="text-align:right" | 2,400 || style="text-align:right" | 400,000
 +
|-
 +
| 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.
  
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>, or about <code>1/160.83</code>, per wealth. This means that 1 raid point is worth ~ 160.83 wealth ''solely from wealth points''.  
+
Wealth also has an impact on [[Raid points#Pawn points|"pawn points"]] factor. This has a similar curve to wealth points which can be viewed in the [[Raid points#Pawn points|pawn points section]]. To cut to the chase, at or below 400k wealth, 1 raid point/colonist = 3120 wealth. At 10 healthy adult colonists, 312 wealth = 1 raid point from "pawn points".  
  
Wealth ''also'' has an impact on [[Raid points#Pawn points|"pawn points"]] factor.  
+
Therefore, the true amount of wealth per raid point depends on your colonist count. Assuming wealth < 400k, 1 raid point would be equal to <code>(1/160.83) + (colonist count/3120)</code> storyteller wealth, which roughly equals <code> (19.4 + colonist count) / 3120</code> wealth per point.  At 0 colonists, 1 raid point is worth 160.83 wealth. At 10 colonists, 1 raid point is worth ~106.1 storyteller wealth.
  
=== Pawn points ===
+
===Other factors===
"Pawn points" has a similar curve to wealth points.
+
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.
  
{| class="wikitable"
+
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 0 colonists and 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]].
! Graph || Points || Storyteller Wealth
 
|-
 
| rowspan="4" | {{Graph:Chart| width = 400 | height = 100 | xAxisTitle = Storyteller Wealth (1000's) | yAxisTitle = Points | type = line | x = 0, 10, 400, 1000 | y1 = 15, 15, 140, 200}}
 
| style="text-align:right" | 15 || style="text-align:right" | 0
 
|-
 
| style="text-align:right" | 15 || style="text-align:right" | 10,000
 
|-
 
| style="text-align:right" | 140 || style="text-align:right" | 400,000
 
|-
 
| style="text-align:right" | 200 || style="text-align:right" | 1,000,000
 
|}
 
{{Clear}}
 
 
 
To cut to the chase: below 400k wealth, 1 pawn point/colonist = 3120 wealth. So at 10 healthy adult colonists, 312 wealth = 1 raid point from "Pawn Points". This is added to wealth points. Therefore, the true amount of wealth per raid point depends on your colonist count.
 
 
 
=== In total ===
 
Assuming wealth < 400k, 1 storyteller wealth gives a total of <code>(1/160.83) + (colonist count/3120)</code> base raid points.
 
 
 
Therefore, 1 raid point would roughly equal to <code>(19.4 + colonist count) / 3120</code> wealth.
 
* At 0 colonists, each raid point is worth ~ 160.83 storyteller wealth.
 
* At 3 colonists, each raid point is worth ~ 139.29 storyteller wealth.
 
* At 10 colonists, each raid point is worth ~ 106.12 storyteller wealth.
 
Base raid points are then modified by a number of other factors, and then converted into raiders.
 
 
 
The most important modifier to raid points is [[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. 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. The weakest possible raider is worth 30 combat points. 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, "Storyteller Wealth" will be separate from colony wealth. Storyteller Wealth instead will increase linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]].
+
The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, "Storyteller Wealth" will be separate from colony wealth, and will increase linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]].
  
 
== Expectations ==
 
== Expectations ==
Line 72: Line 46:
  
 
{| class="wikitable"
 
{| class="wikitable"
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br/>Loss/Day !! Num. of Recommended<br/>Recreation Types
 
 
|-
 
|-
| Extremely low expectations          || {{+|30}} || 0 - 15,000              || 18% || 2
+
! 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
+
| Very low expectations              || {{+|24}} || 15,000 - 31,000          || 13% || 3
 
|-
 
|-
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3
+
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3
 
|-
 
|-
| Moderate expectations              || {{+|12}} || 81,000 - 182,000        || 10% || 4
+
| Moderate expectations              || {{+|12}} || 81,000 - 182,000        || 10% || 4
 
|-
 
|-
| High expectations                  || {{+| 6}} || 182,000 - 308,000        || 8%  || 5
+
| High expectations                  || {{+|6}} || 182,000 - 308,000        || 8%  || 5
 
|-
 
|-
| Sky-high expectations              ||   '''0''' || 308,000 -  1,000,000,000 || 7%  || 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
+
| 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
Line 104: Line 79:
 
{{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 each 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.
+
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 ==
Line 110: Line 85:
 
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. So long as you invest reasonably into good weapons and armor, you should catch up. The expectations moodlets can be countered by placing [[sculpture]]s and making rooms more beautiful.
 
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. So long as you invest reasonably into good weapons and armor, you should catch up. The expectations moodlets can be countered by placing [[sculpture]]s and making rooms more beautiful.
  
=== Practical examples ===
+
===Practical examples===
 
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 some scenarios, wealth can be helpful. For small rooms, like bedrooms, increasing wealth has a key impact on overall Impressiveness without impacting space.
  
* '''Example 1:'''
+
*'''Example 1:'''
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.  
+
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.  
  
 
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 tribal raiders by using carpet bedrooms. With pirates, this could potentially lead to an extra [[doomsday rocket launcher]] or so.
 
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 tribal raiders by using carpet bedrooms. With pirates, this could potentially lead to an extra [[doomsday rocket launcher]] or so.
  
* '''Example 2:'''
+
*'''Example 2:'''
The effects of wealth alone, and the effect of wealth and beauty combined, is demonstrated in the pictures below:
+
The effects of wealth alone, and the effect of wealth and beauty combined, is demonstrated pictures below:
  
 
<gallery widths="500px" heights="450px" class="left" mode="nolines">
 
<gallery widths="500px" 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.<br>(Bedrolls do not impact space or beauty)
 
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.<br>(Bedrolls do not impact space or beauty)
File:Bedroom_wealth2.png| A wooden [[large sculpture]] (normal quality) adds {{Icon Small|silver}} 196, and turns the same room from ''Mediocre'' to ''Slightly impressive'', mostly due to beauty.<br>In Strive to Survive and below, this wealth won't seriously improve raids, even when using multiple sculptures in multiple rooms. At this difficulty, it takes 49 of the same sculpture to add a single extra raider.
+
File:Bedroom_wealth2.png| A wooden [[large sculpture]] (normal quality) adds {{icon small|silver}} 196, and turns the same room from ''Mediocre'' to ''Slightly impressive'', mostly due to beauty.<br>In Strive to Survive and below, this wealth won't seriously improve raids, even when using multiple sculptures in multiple rooms. At this difficulty, it takes 49 of the same sculpture to add a single extra raider.
 
</gallery>
 
</gallery>
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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)

This page is a member of 1 hidden category: