Editing Wealth management

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 24: Line 24:
 
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 ===
+
===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.''
  
Line 32: Line 32:
 
*'''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.
+
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.
Line 39: Line 39:
 
* 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.
+
*Wealth (not storyteller wealth) has an impact on expectations. See [[Wealth#Expectatations]] for details.
  
 
== Analysis ==
 
== Analysis ==
Line 53: Line 53:
 
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.
+
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===

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)