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'''Wealth management''' is the practice of managing the wealth present in a colony to reduce the difficulty of the [[raids]] that it encounters. | '''Wealth management''' is the practice of managing the wealth present in a colony to reduce the difficulty of the [[raids]] that it encounters. | ||
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|"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) | |"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) | ||
|} | |} | ||
− | Storyteller | + | "Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points". |
− | + | {| class="wikitable" | |
+ | |- | ||
+ | !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" | 0 || style="text-align:right" | 14,000 | ||
+ | |- | ||
+ | | 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 | ||
+ | |} | ||
− | + | Items on the ground that you can see are counted towards wealth. This includes any amount of [[corpse]]s and their [[clothing]], items dropped by [[siege]]s, and items held by pawns, but not [[chunk]]s or items hidden inside an [[ancient danger]]. Items in a [[caravan]] stop counting as soon as they leave your colony. | |
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− | + | ==Empirical testing== | |
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''Due to rounding and other modifiers to raid size, including the type of raid, these numbers may not be entirely accurate.'' | ''Due to rounding and other modifiers to raid size, including the type of raid, these numbers may not be entirely accurate.'' | ||
− | A colony starts with 3 colonists and about $ | + | A colony starts with 3 colonists and about $105000 wealth. They suddenly gain {{Icon small|beer}} 1666 [[beer]], worth just under {{icon small|silver||20000}}. For a [[scyther]]-only mechanoid raid: |
*'''Strive to Survive (100% threat)''': 3 scythers increases to 4 scythers. | *'''Strive to Survive (100% threat)''': 3 scythers increases to 4 scythers. | ||
*'''Losing is Fun (220% threat)''': 9 scythers increases to 10-11 scythers. | *'''Losing is Fun (220% threat)''': 9 scythers increases to 10-11 scythers. | ||
− | *'''500% threat scale''': 21 scythers increases to | + | *'''500% threat scale''': 21 scythers increases to 23 scythers. |
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− | + | A scyther is worth 150 combat points. A generic tribal is worth 60 points, while a fairly well-armed pirate is worth 90 points. A [[centipede]] is worth 400 combat points, or 2.66 scythers. | |
− | + | The 1-2 scyther difference might seem small, but keep in mind that this is ''after'' reaching $100000 wealth. For example, the same {{icon small|silver||20000}} could increase 5 scythers to 7, which ''is'' quite a large increase. The more extreme the difficulty, the more wealth matters. | |
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− | + | === Analysis === | |
+ | While wealth is clearly a primary driver in the raid point scaling, the effect is often exaggerated and certain causes of wealth blamed unnecessarily. Put simply, it takes a significant amount of wealth to noticeably affect raid sizes and often it is colonist count and the normal scaling causing the actual problem. | ||
− | + | That does not mean that wealth management is without merit - it just means that the gains must be considered objectively. E.g. Is a strategy requiring significant micromanagement worth it when it reduces raid size by one scyther? | |
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− | + | ==Strategies== | |
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− | == Strategies == | ||
Wealth management strategies can be broken down into two general classes: | Wealth management strategies can be broken down into two general classes: | ||
# Wealth control, or wealth minimization, where the intent is to control the total wealth accrued by purposefully reducing both the total wealth of the colony and the rate of accrual. | # Wealth control, or wealth minimization, where the intent is to control the total wealth accrued by purposefully reducing both the total wealth of the colony and the rate of accrual. | ||
− | # Wealth investment, where wealth gain is not | + | # Wealth investment, where wealth gain is not retarded in any way but instead steps are taken to ensure that sufficient wealth is reinvested into advancing the colony to keep up with advancing raid points. |
For example, a colony without wealth management might mass-produce [[flake]], sell it, and leave silver for later use. A wealth ''controlling'' colony might avoid growing [[psychoid plant|psychoid]] all together, or limit its production. A wealth ''investing'' colony would create flake as needed, but use it to buy items like [[component]]s and [[doomsday rocket launcher]]s to better deal with the increased raid points. | For example, a colony without wealth management might mass-produce [[flake]], sell it, and leave silver for later use. A wealth ''controlling'' colony might avoid growing [[psychoid plant|psychoid]] all together, or limit its production. A wealth ''investing'' colony would create flake as needed, but use it to buy items like [[component]]s and [[doomsday rocket launcher]]s to better deal with the increased raid points. | ||
− | + | WHEN CONSIDERING COST SAVINGS RELATE IT TO NUMBER OF SCYTHERS SAVED | |
===Wealth control strategies=== | ===Wealth control strategies=== | ||
− | + | *Destroy useless items. Burn [[corpse]]s and [[electric smelter|smelt]] any unecessary [[weapon]]s from raiders. | |
− | + | *Destroy ''excess'' items, or gift them to other [[faction]]s. You do not need 3000 units of [[rice]] to feed 5 colonists, even in the worst [[volcanic winter]]. Excess food, [[leather]]s, [[drug]]s, and even [[silver]] may not help your colony for the near future. These items can generally be obtained later. | |
− | + | **Better yet - most items can be donated to other factions for a [[goodwill]] boost. Traders will visit your colony every so often, or you can create a [[caravan]] or use [[transport pod]]s. Eventually, you can call said factions as an ally, turning this into a wealth-destroying investment. | |
− | + | *Have rooms perform multiple functions. For example, combining the Dining and Recreation rooms has 0 penalty, giving both ''Impressive'' [[mood]]lets for the cost of 1. | |
− | + | **Turning bedrooms into barracks does lower mood. However, combining the barracks with their dining, recreation, and even work rooms allows you to make them all Impressive. This can usually makes up for the mood loss. | |
− | * | + | *Accept a lower amount of "progress". You don't need an opulent [[carpet]] if your colonists are happy on their own. |
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− | **Turning bedrooms into barracks does lower mood. However, combining the barracks with their dining, recreation, and even work rooms allows you to make them all Impressive. | ||
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− | === Wealth investment strategies === | + | ===Wealth investment strategies=== |
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− | + | Buy doomsdays, neurotrainers, psylink neurformers, bricks, better weapons, | |
+ | Trade = investment but also = control - trade price improvement means your net wealth is always decreasing when you sell something for silver (unless you're selling buildings potentially) and always decreasing when you buy something with silver. So buying a doomsday for 200 silver mark up makes both reduces your total wealth by 200 but also improves your ability to defend the remaining wealth. | ||
− | + | When bonded, persona weapons have no value, both for [[trade]] and for the purposes of [[raid points]]. | |
{{nav/guides}} | {{nav/guides}} | ||
[[Category: Guides]] | [[Category: Guides]] |