Sculptures are buildings of art that have a high beauty stat. There are three types of sculptures:
Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that "small volume" materials (silver and gold) require 10x more items to create.
Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture has half the beauty of a large sculpture, which has 4x less beauty than a grand sculpture. Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. Also, sculptures have a 1.1x Sell Price Multiplier, making them more sell for more when compared to other items of the same market value.
The following table compares the three sizes of sculpture:
|Sculptures||Size||Materials||Beauty (Normal)||Max HP||Work to make||Value (Normal)||Beauty/work||Value/Work||Value/Material|
All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.
|This section relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled.|
The highest quality sculpture is the primary source of psyfocus:
The other, surrounding sculptures give a much smaller boost:
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:
Other than these rooms, place art where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
Note that sculptures increase a room's beauty rating from anywhere inside, but will only fulfil the beauty need when in a 10-tile radius from a pawn.
Which sculpture to create
For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as Market Value takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - quality is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of gold or jade, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough silver to afford a masterwork grand sculpture.
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have inspired creativity, assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits.
|This page has been suggested for recoding. Reason: Automatic table or at least automatic values. You can help RimWorld Wiki by improving it.|
These numbers are relative to 1 unit material, or 10 units of gold or silver.
|Good||200%||125% (max +500)|
|Excellent||300%||150% (max +1000)|
|Masterwork||500%||250% (max +2000)|
|Legendary||800%||500% (max +3000)|
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
- A past event occurring in or to the colony (see below)
- A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
- A border to the art (e.g. "a triangular border")
- A texture (e.g. "insert texture example")
- A design style (e.g. "conveys a feeling of rage and happiness")
- A location (e.g. "in a town")
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
- landing in drop pods
- artwork created
- struck ore
- person captured
- person recruited
- animal trained
- animal hunted
- surgery done
- someone was on fire
- someone went psychotic
- someone gave up
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
- 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
- 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.