Editing Wealth management
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*'''Have rooms perform multiple functions'''. For example, combining Dining and Recreation rooms into a larger one has 0 penalty, giving both ''Impressive'' [[mood]]lets for the cost of 1. | *'''Have rooms perform multiple functions'''. For example, combining Dining and Recreation rooms into a larger one 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. Instead of making 10 sculptures for 10 bedrooms, you can put 10 sculptures for all of barracks, recreation, and dining rooms, while using some beauty for the workshop. Each sculpture counts for 3 rooms and 10 colonists, which usually makes up for the barracks' mood loss. | **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. Instead of making 10 sculptures for 10 bedrooms, you can put 10 sculptures for all of barracks, recreation, and dining rooms, while using some beauty for the workshop. Each sculpture counts for 3 rooms and 10 colonists, which usually makes up for the barracks' mood loss. | ||
− | **Throne rooms{{RoyaltyIcon}} and ritual rooms{{IdeologyIcon}} do not allow beds or work stations, and throne rooms do not allow ritual items. However, | + | **Throne rooms{{RoyaltyIcon}} and ritual rooms{{IdeologyIcon}} do not allow beds or work stations, and throne rooms do not allow ritual items. However, eacn room can be combined with dining and recreation. |
* '''Let your own weapons deteriorate.''' Many items will lose value sharply as they lose HP. Weapons at 50% HP are worth 10% value, at no loss of function. Deterioration makes items prone to destruction from [[fire]] or [[frag grenade]]s. But a legendary [[charge rifle]] going from {{icon small|silver}} 4010 to {{icon small|silver}} 401 is a significant difference (at higher difficulties). In order to damage weapons quickly, you can throw a frag grenade at it, which deals 50 HP of damage. | * '''Let your own weapons deteriorate.''' Many items will lose value sharply as they lose HP. Weapons at 50% HP are worth 10% value, at no loss of function. Deterioration makes items prone to destruction from [[fire]] or [[frag grenade]]s. But a legendary [[charge rifle]] going from {{icon small|silver}} 4010 to {{icon small|silver}} 401 is a significant difference (at higher difficulties). In order to damage weapons quickly, you can throw a frag grenade at it, which deals 50 HP of damage. | ||
** For armor, lower HP does not impact protective performance. But armor loses HP whenever it blocks a shot, and low HP armor gives the ''Tattered apparel'' [[mood]]let. | ** For armor, lower HP does not impact protective performance. But armor loses HP whenever it blocks a shot, and low HP armor gives the ''Tattered apparel'' [[mood]]let. |