Editing Wealth management
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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 == | + | ==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 bad 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. |