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The maximum wealth is 1,000,000 for the purposes of raid points, and the maximum number of raid points is 10,000. If one of these two caps are reached, then there is no point managing wealth any further.
 
The maximum wealth is 1,000,000 for the purposes of raid points, and the maximum number of raid points is 10,000. If one of these two caps are reached, then there is no point managing wealth any further.
  
=== Empirical testing ===
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===Empirical testing===
 
''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.''
  
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*'''500% threat scale''': 21 scythers increases to 25-26 scythers.
 
*'''500% threat scale''': 21 scythers increases to 25-26 scythers.
  
To be specific, raid points have increased by 143.5, which is then multiplied by threat scale (e.g. 220% more points for Losing is Fun). These points are used to "buy" raiders worth a certain amount of combat power at a one-to-one exchange rate. A scyther is worth 150 combat power. A generic tribal is worth 30-60 combat power, a fairly well-armed pirate is worth 90 combat power, and the strongest pirates are worth 150 combat power. A [[centipede]] is worth 400 combat power.
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To be specific, raid points have increased by 143.5, which is then multiplied by threat scale (e.g. 220% more points for Losing is Fun). A scyther is worth 150 points. A generic tribal is worth 30-60 points, a fairly well-armed pirate is worth 90 points, and the strongest pirates are worth 150 points. A [[centipede]] is worth 400 combat points.
  
 
The 1-2 scyther difference in Losing is Fun 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. These 3 colonists will have a rough time handling 7 scythers, let alone 9, let alone 21 or 26 from a custom 500% difficulty.
 
The 1-2 scyther difference in Losing is Fun 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. These 3 colonists will have a rough time handling 7 scythers, let alone 9, let alone 21 or 26 from a custom 500% difficulty.
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* For certain types of raids, you must have a minimum amount of raid points before they happen. [[Siege]]s, [[sapper]]s, and [[breacher]]s can only happen at 700 raid points. [[Drop pod]]s "right on top of you" can only happen at 300 raid points.
 
* For certain types of raids, you must have a minimum amount of raid points before they happen. [[Siege]]s, [[sapper]]s, and [[breacher]]s can only happen at 700 raid points. [[Drop pod]]s "right on top of you" can only happen at 300 raid points.
  
*Wealth (not storyteller wealth) has an impact on expectations. See [[Wealth#Expectations]] for details.
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*Wealth (not storyteller wealth) has an impact on expectations. See [[Wealth#Expectatations]] for details.
  
 
== Analysis ==
 
== Analysis ==
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To re-iterate: '''Wealth management should not really matter when playing on Strive to Survive or below, beyond "not growing massive fields of psychoid" or "not getting money for the sake of hoarding money"'''. Wealth can make a significant impact on Losing is Fun and a massive impact on 500% Losing is Fun. Otherwise, you shouldn't feel the need to restrict your play by much. You can also lower the difficulty - "Base Builder" was designed to let you build a grand base, after all.
 
To re-iterate: '''Wealth management should not really matter when playing on Strive to Survive or below, beyond "not growing massive fields of psychoid" or "not getting money for the sake of hoarding money"'''. Wealth can make a significant impact on Losing is Fun and a massive impact on 500% Losing is Fun. Otherwise, you shouldn't feel the need to restrict your play by much. You can also lower the difficulty - "Base Builder" was designed to let you build a grand base, after all.
  
== 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 slowed 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.
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# 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 how many raiders you'd save. An extra tribal raider is worth around 45 combat power. In Strive to Survive, this equates to {{icon small|silver||7500}}. In Losing is Fun, the raider would be worth {{icon small|silver||3400}}. At 500% threat, they'd be worth {{icon small|silver||1700}}. Note that this value will lower for each colonist you have.
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When considering cost savings, relate it to how many raiders you'd save. An extra tribal raider is worth around 45 CP. In Strive to Survive, this equates to {{icon small|silver||7500}}. In Losing is Fun, the raider would be worth {{icon small|silver||3400}}. At 500% threat, they'd be worth {{icon small|silver||1700}}. Note that this value will lower for each colonist you have.
  
 
===Wealth control strategies===
 
===Wealth control strategies===
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** If you can't destroy them, then at least let them [[deterioration|deteriorate]] - water erodes the fastest.
 
** If you can't destroy them, then at least let them [[deterioration|deteriorate]] - water erodes the fastest.
 
** Weapons are quite valuable, despite traders only paying 20% for them. A single [[heavy SMG]] is worth {{icon small|silver}} 355, before HP or quality. Weapons can quickly pile up; a dozen firearms can be worth thousands of market value.
 
** Weapons are quite valuable, despite traders only paying 20% for them. A single [[heavy SMG]] is worth {{icon small|silver}} 355, before HP or quality. Weapons can quickly pile up; a dozen firearms can be worth thousands of market value.
**Rotten corpses and damaged clothes are worth single-digit numbers of wealth. Fresh corpses are worth a fair amount, about {{icon small|silver}} 250 / corpse, which is relevant for large raids back-to-back.
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**Rotten corpses and damaged clothes are worth single-digit numbers of wealth. Fresh corpses are worth a fair amount, about {{icon small|silver}} 200 / corpse, which is relevant for large raids back-to-back.
 
*'''Gift excess items to other [[faction]]s'''. Excess food, [[leather]]s, [[drug]]s, and even [[silver]] may not help your colony for the near future. Items like these can easily be replaced later on. Right now, you can gift your surplus to other factions for a [[goodwill]] boost. Eventually, you can call said factions as an ally, turning this into an investment that completely destroys wealth. It's alright to keep items like [[component]]s, which are more difficult to acquire.
 
*'''Gift excess items to other [[faction]]s'''. Excess food, [[leather]]s, [[drug]]s, and even [[silver]] may not help your colony for the near future. Items like these can easily be replaced later on. Right now, you can gift your surplus to other factions for a [[goodwill]] boost. Eventually, you can call said factions as an ally, turning this into an investment that completely destroys wealth. It's alright to keep items like [[component]]s, which are more difficult to acquire.
 
**Traders will visit your colony every so often, or you can create a [[caravan]] or deploy [[transport pod]]s.  
 
**Traders will visit your colony every so often, or you can create a [[caravan]] or deploy [[transport pod]]s.  
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* '''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.
*'''Park items in [[caravan]]s.''' Items outside your colony do not count towards colony wealth. Create a caravan with a useless/unnecessary colonist, grab your items, and wait. For [[New Tribe]]s, a single pawn with Plants 10 or so can survive off foraged [[berries]] indefinitely, thus park items indefinitely (assuming the [[biome]] allows foraging). Watch out for ambushes and [[disease]]. Note that, if the caravan is on top of a friendly [[faction base]], ambushes are impossible.  
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*'''Park items in [[caravan]]s.''' Items outside your colony do not count towards colony wealth. Create a caravan with a useless/unnecessary colonist, grab your items, and wait. For [[New Tribe]]s, a single pawn with Plants 10 or so can survive off foraged [[berries]] indefinitely, thus park items indefinitely (assuming the [[biome]] allows foraging). Watch out for ambushes. Note that, if the caravan is on top of a friendly [[faction base]], ambushes are impossible.  
 
*'''Accept a lower amount of "progress"'''. You don't need an opulent [[carpet]] if your colonists are just fine with [[concrete]] and a few [[flower pot]]s, or a dirt floor planted constantly planted with [[daylily]]s. Upgrades may seem small, but upgrading everywhere will quicky pile up wealth.
 
*'''Accept a lower amount of "progress"'''. You don't need an opulent [[carpet]] if your colonists are just fine with [[concrete]] and a few [[flower pot]]s, or a dirt floor planted constantly planted with [[daylily]]s. Upgrades may seem small, but upgrading everywhere will quicky pile up wealth.
  
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=== Corpse butchering ===
 
=== Corpse butchering ===
Let's say we're in the same situation as in [[#Corpse disposal]]. We have 49 corpses. Why waste them? You can butcher them into [[human meat]] and [[human leather]], which can then be sold. The mood penalties for human butchering can be managed, especially if the butcher is a [[cannibal]] / [[psychopath]] / [[bloodlust]].
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Let's say we're in the same situation as in [[#Corpse disposal]]. We have 49 corpses. Why waste them? You can butcher them into [[human meat]] and [[human leather]], which can then be sold. The mood penalties for human butchering can be managed, especially if the butcherer is a [[cannibal]] / [[psychopath]] / [[bloodlust]].
  
 
How much material you'll get will vary based on corpse damage and Cooking skill. If a skill 10+ Cook butchers 49 randomly damaged corpses in Strive to Survive, you'd result in...
 
How much material you'll get will vary based on corpse damage and Cooking skill. If a skill 10+ Cook butchers 49 randomly damaged corpses in Strive to Survive, you'd result in...
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=== Floors ===
 
=== Floors ===
The most wealth-efficient flooring is dirt floor. It costs nothing, and you can improve its beauty by using [[daylily|daylilies]]. You can have a barracks / dining room / rec room combo be ''Very Impressive'' by planting 2-3 dozen daylilies every few days. For an example, see [[:File:Daylilies_dining_room.png|here]].
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The most wealth-efficient flooring is dirt floor. It costs nothing, and you can improve its beauty by using [[daylily|daylilies]]. You can have a barracks / dining room / rec room combo be ''Very Impressive'' by planting 2-3 dozen daylilies every few days. For an example, see [[:File:Daylilies_dining_room.png|here]]
  
 
[[Carpet]] is one of the most beautiful tiles in the base game, but it has above average wealth. If ''carpet'' doesn't have a big impact on raid points, then cheaper tiles like [[stone tile]] and [[paved tile]] wouldn't, either.
 
[[Carpet]] is one of the most beautiful tiles in the base game, but it has above average wealth. If ''carpet'' doesn't have a big impact on raid points, then cheaper tiles like [[stone tile]] and [[paved tile]] wouldn't, either.
  
Let's say we place 100 tiles of carpet, which allows you to have four 5x5 bedrooms, or a 10x10 common room. Each tile of carpet costs {{icon small|silver|16|{{Q|Carpet|Market Value Base}}}}. But remember that, as a placed building, carpet has 1/2 the ''Storyteller Wealth''. Thus we can calculate the raid points of 1300/2 (650) wealth:
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Let's say we place 100 tiles of carpet, which allows you to have four 5x5 bedrooms, or a 10x10 common room. Each tile of carpet costs {{icon small|silver|16|{{Q|Carpet|Market Value Base}}}}. But remember that, as a placed building, carpet has 1/2 the market value. Thus we can calculate the raid points of 1300/2 (650) storyteller wealth:
  
 
{| class="wikitable sortable
 
{| class="wikitable sortable
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|}
 
|}
  
So even on 500%, the impact of flooring is quite small. When using a 11x11 interior barracks set up, carpet would add about 1 raider. This can be noticeable in the early game, especially on the larger end of barracks. But you wouldn't be using carpet. [[Concrete]] can be used and costs {{%|{{Q|Concrete|Market Value Base}} / {{Q|Carpet|Market Value Base}} round 2}} the wealth.
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So even on 500%, the impact of flooring is minimal. When using a 11x11 interior barracks set up, carpet would add about 1 raider. This can be noticeable in the early game, especially on the larger end of barracks. But you wouldn't be using carpet. [[Concrete]] can be used and costs {{%|{{Q|Concrete|Market Value Base}} / {{Q|Carpet|Market Value Base}} round 2}} the wealth.
  
Floor ''can'' have a major impact in 500% - but it's not usually with raider count. As mentioned in [[#Other factors]], [[siege]]s can only happen once you reach 700 raid points. Your flooring can be the difference between a siege - which can be colony-ending if you don't have the tools to deal with it - and a regular raid. Also, 1 tribal on its own can make a big impact when you previously had 1-man raids. Flooring is unlikely to make any sort of difference outside of 500%.
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Floor ''can'' have a major impact in 500% - but it's not usually with raiders. As mentioned in [[#Other factors]], [[siege]]s can only happen once you reach 700 raid points. Floor can be the difference between a siege, which can be colony-ending if you don't have the tools to deal with it, and a regular raid. Also 1 tribal on its own can make a big impact if you previously had 1-man raids. Flooring is unlikely to make any sort of difference outside of 500%.
  
 
<small>Note that concrete + high quality [[large sculpture]]s are more wealth-efficient and resource-efficient than any constructed floor. However, other floors ''do'' have the advantage of not taking up a room's space. In small rooms, like bedrooms, space can have a major impact on Impressiveness. High quality sculptures also require an artist.</small>
 
<small>Note that concrete + high quality [[large sculpture]]s are more wealth-efficient and resource-efficient than any constructed floor. However, other floors ''do'' have the advantage of not taking up a room's space. In small rooms, like bedrooms, space can have a major impact on Impressiveness. High quality sculptures also require an artist.</small>

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