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		<updated>2022-04-17T23:00:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Justplay&quot; class=&quot;mw-userlink&quot; title=&quot;User:Justplay&quot;&gt;&lt;bdi&gt;Justplay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Justplay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Justplay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Justplay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Justplay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;amp;topic_showPostId=wtvfzdhwf4pqhuh9#flow-post-wtvfzdhwf4pqhuh9&quot;&gt;commented&lt;/a&gt; on &quot;Renaming article&quot; (&lt;em&gt;haha thanks!&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=102662</id>
		<title>Colony Building Guide</title>
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		<updated>2022-04-17T21:30:37Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Triage */  Fixed the ====&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Have a plan, constantly ==&lt;br /&gt;
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do &amp;quot;busy work&amp;quot; - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that asap. &lt;br /&gt;
&lt;br /&gt;
And then move on to the next plan, and so forth.&lt;br /&gt;
&lt;br /&gt;
; Take smaller bites&lt;br /&gt;
Sometimes you'll have a &amp;quot;grand plan&amp;quot;, a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - ''great'', but don't feel you have to do it all at once. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and &amp;quot;remodel&amp;quot; once you're in a position to progress with the larger project properly. &lt;br /&gt;
&lt;br /&gt;
A perfect example is your very first building. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built.  Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done.  Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.&lt;br /&gt;
&lt;br /&gt;
Expanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. And so on.&lt;br /&gt;
&lt;br /&gt;
Especially early on, when you feel you need &amp;quot;everything now!&amp;quot;, you can make do with &amp;quot;just enough&amp;quot;, leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once.  &lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the construction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one or two large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses fewer materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
*Most vulnerable to [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks (relatively difficult to set up early in game)&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
** (Standing lamp - optional - only for combined workspace bedrooms, as sleeping pawns do not suffer &amp;quot;in the dark&amp;quot; negative thoughts.)&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at around {{Temperature|-4}} or so since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &lt;br /&gt;
&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with at least some of their hoppers in the freezer and the activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks (a door, a short space, and then another door leading to the freezer itself) in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
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The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
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You should build your kitchen right next to your Freezer.&lt;br /&gt;
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It should be mentioned that although it is best practice to floor your kitchen with sterile tiles, it is not a necessity, especially early on when the cost and research time is excessive. Sterile tiles simply provides a larger buffer between when cleaning before food poisoning risks increase at -2 room cleanliness. If cleaning is done frequently it is acceptable to use a different floor or even leave it unfloored as dirt tile as the -1 cleanliness isn't enough to induce food poisoning by itself. See [[Ailments#Food_poisoning|Food Poisoning]] for specific details.&lt;br /&gt;
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The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
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[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
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It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
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Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
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==== Dining room ====&lt;br /&gt;
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Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
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Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
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Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
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==== Rec room ====&lt;br /&gt;
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You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
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In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
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Once you reach midgame, you can afford more recreation facilities such as chess tables, billiards tables or [[television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s, or [[Megascreen television|megascreen]] televisions which offer faster recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
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Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
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==== Combined Dining and Rec Room ====&lt;br /&gt;
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[[File:Example of an early game combined dining, recreation and throne room .png|250px|thumb|left|Example of an early game combined dining, recreation and throne room.]]&lt;br /&gt;
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Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive&amp;quot;, improving both mood buffs for no extra cost.&lt;br /&gt;
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In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
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=== Courtyard ===&lt;br /&gt;
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[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
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Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
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You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Laboratory ===&lt;br /&gt;
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You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
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=== Workshop ===&lt;br /&gt;
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Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
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The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
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It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
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=== Armory ===&lt;br /&gt;
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You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
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Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
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=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
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[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
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Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
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Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
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For a &amp;quot;field hospital&amp;quot;, one that sees a lot of action and can't be cleaned often, use straw matting, perhaps with sterile tile or steel tiles under objects that can't be walked on, beds/shelves/end tables/sculptures.&lt;br /&gt;
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Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
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[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
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Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
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====Triage====&lt;br /&gt;
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You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.&lt;br /&gt;
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==== Patient rooms ====&lt;br /&gt;
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If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
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==== Operating theater ====&lt;br /&gt;
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You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
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Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
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==== Vet area ====&lt;br /&gt;
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Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
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Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
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=== Prison ===&lt;br /&gt;
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
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==== Prison barracks ====&lt;br /&gt;
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In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
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==== Prison cells ====&lt;br /&gt;
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.&lt;br /&gt;
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.&lt;br /&gt;
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==== Holding cell ====&lt;br /&gt;
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.&lt;br /&gt;
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=== Multipurpose rooms ===&lt;br /&gt;
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These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
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This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
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=== Backup ===&lt;br /&gt;
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There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
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== Production ==&lt;br /&gt;
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You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
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[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
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{{See also|Food production}}&lt;br /&gt;
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==== Crop fields ====&lt;br /&gt;
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Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
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You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
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You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
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==== Greenhouses ====&lt;br /&gt;
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Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
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=== Mining ===&lt;br /&gt;
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In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
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Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
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==== Strip mining ====&lt;br /&gt;
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If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
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Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
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==== Deep drills ====&lt;br /&gt;
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of infestations that can arise near the drill.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
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==== Barn ====&lt;br /&gt;
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Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
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Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
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==== Chemfuel farming ====&lt;br /&gt;
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[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
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Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
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== Power ==&lt;br /&gt;
Your base will need power, for faster production, for defense, for happier colonists, for everything. As you plan any expansion, consider any additional power demands and expand your power production as part of your general growth.&lt;br /&gt;
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=== Fueled generation ===&lt;br /&gt;
{{main|Wood-fired generator}} &lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
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You can build wood-fired generators which runs on wood, and later, once you have [[chemfuel]],  chemfuel powered generators, each constantly providing 1,000 W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
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If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
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Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
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Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and/or disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
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==== Boomalope setup ====&lt;br /&gt;
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Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
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3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
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If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
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==== Greenhouse setup ====&lt;br /&gt;
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A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
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==== Infinite chemreactor setup ====&lt;br /&gt;
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[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
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3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
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Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
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=== Solar power ===&lt;br /&gt;
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[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
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[[Solar generator]]s provide power only during the day except during eclipses.  The upside of this is that daytime is when most of your colonists need power to get their work done.  A solar generator provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
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Combining these with [[battery|batteries]] gives a reliable, steady supply of power.&lt;br /&gt;
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=== Wind power ===&lt;br /&gt;
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[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.  However, they are among the least expensive to build in terms of precious resources, and unlike solar will (usually!) provide power at night.&lt;br /&gt;
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It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
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=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered, but unlike the above sources requires a massive separate research investment and so is not high on most priority lists. A basic mid-sized colony can be sustained using 5 such generators, around the usual number of geysers found on the map. &lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
&lt;br /&gt;
Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
&lt;br /&gt;
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
&lt;br /&gt;
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=102661</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=102661"/>
		<updated>2022-04-17T21:28:40Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Hospital */  Added &amp;quot;field hospital&amp;quot; and triage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Have a plan, constantly ==&lt;br /&gt;
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do &amp;quot;busy work&amp;quot; - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that asap. &lt;br /&gt;
&lt;br /&gt;
And then move on to the next plan, and so forth.&lt;br /&gt;
&lt;br /&gt;
; Take smaller bites&lt;br /&gt;
Sometimes you'll have a &amp;quot;grand plan&amp;quot;, a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - ''great'', but don't feel you have to do it all at once. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and &amp;quot;remodel&amp;quot; once you're in a position to progress with the larger project properly. &lt;br /&gt;
&lt;br /&gt;
A perfect example is your very first building. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built.  Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done.  Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.&lt;br /&gt;
&lt;br /&gt;
Expanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. And so on.&lt;br /&gt;
&lt;br /&gt;
Especially early on, when you feel you need &amp;quot;everything now!&amp;quot;, you can make do with &amp;quot;just enough&amp;quot;, leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once.  &lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the construction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one or two large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses fewer materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
*Most vulnerable to [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks (relatively difficult to set up early in game)&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
** (Standing lamp - optional - only for combined workspace bedrooms, as sleeping pawns do not suffer &amp;quot;in the dark&amp;quot; negative thoughts.)&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at around {{Temperature|-4}} or so since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &lt;br /&gt;
&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with at least some of their hoppers in the freezer and the activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks (a door, a short space, and then another door leading to the freezer itself) in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
It should be mentioned that although it is best practice to floor your kitchen with sterile tiles, it is not a necessity, especially early on when the cost and research time is excessive. Sterile tiles simply provides a larger buffer between when cleaning before food poisoning risks increase at -2 room cleanliness. If cleaning is done frequently it is acceptable to use a different floor or even leave it unfloored as dirt tile as the -1 cleanliness isn't enough to induce food poisoning by itself. See [[Ailments#Food_poisoning|Food Poisoning]] for specific details.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more recreation facilities such as chess tables, billiards tables or [[television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s, or [[Megascreen television|megascreen]] televisions which offer faster recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
==== Combined Dining and Rec Room ====&lt;br /&gt;
&lt;br /&gt;
[[File:Example of an early game combined dining, recreation and throne room .png|250px|thumb|left|Example of an early game combined dining, recreation and throne room.]]&lt;br /&gt;
&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive&amp;quot;, improving both mood buffs for no extra cost.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
&lt;br /&gt;
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
&lt;br /&gt;
Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
&lt;br /&gt;
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&lt;br /&gt;
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
&lt;br /&gt;
Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
&lt;br /&gt;
The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
&lt;br /&gt;
It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
&lt;br /&gt;
You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
&lt;br /&gt;
Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
&lt;br /&gt;
=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
&lt;br /&gt;
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
&lt;br /&gt;
Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
&lt;br /&gt;
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
&lt;br /&gt;
For a &amp;quot;field hospital&amp;quot;, one that sees a lot of action and can't be cleaned often, use straw matting, perhaps with sterile tile or steel tiles under objects that can't be walked on, beds/shelves/end tables/sculptures.&lt;br /&gt;
&lt;br /&gt;
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
&lt;br /&gt;
Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
&lt;br /&gt;
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
&lt;br /&gt;
==Triage==&lt;br /&gt;
&lt;br /&gt;
You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.&lt;br /&gt;
&lt;br /&gt;
==== Patient rooms ====&lt;br /&gt;
&lt;br /&gt;
If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
&lt;br /&gt;
==== Operating theater ====&lt;br /&gt;
&lt;br /&gt;
You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
&lt;br /&gt;
Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
&lt;br /&gt;
==== Vet area ====&lt;br /&gt;
&lt;br /&gt;
Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
&lt;br /&gt;
==== Prison barracks ====&lt;br /&gt;
&lt;br /&gt;
In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
&lt;br /&gt;
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
&lt;br /&gt;
==== Prison cells ====&lt;br /&gt;
&lt;br /&gt;
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
&lt;br /&gt;
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.&lt;br /&gt;
&lt;br /&gt;
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.&lt;br /&gt;
&lt;br /&gt;
==== Holding cell ====&lt;br /&gt;
&lt;br /&gt;
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.&lt;br /&gt;
&lt;br /&gt;
=== Multipurpose rooms ===&lt;br /&gt;
&lt;br /&gt;
These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
&lt;br /&gt;
This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
&lt;br /&gt;
There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
&lt;br /&gt;
[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
&lt;br /&gt;
{{See also|Food production}}&lt;br /&gt;
&lt;br /&gt;
==== Crop fields ====&lt;br /&gt;
&lt;br /&gt;
Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
&lt;br /&gt;
You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
&lt;br /&gt;
You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Greenhouses ====&lt;br /&gt;
&lt;br /&gt;
Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
&lt;br /&gt;
In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
&lt;br /&gt;
Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
&lt;br /&gt;
==== Strip mining ====&lt;br /&gt;
&lt;br /&gt;
If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
&lt;br /&gt;
Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
&lt;br /&gt;
==== Deep drills ====&lt;br /&gt;
&lt;br /&gt;
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
&lt;br /&gt;
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of infestations that can arise near the drill.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
&lt;br /&gt;
==== Barn ====&lt;br /&gt;
&lt;br /&gt;
Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
&lt;br /&gt;
Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
&lt;br /&gt;
==== Chemfuel farming ====&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Your base will need power, for faster production, for defense, for happier colonists, for everything. As you plan any expansion, consider any additional power demands and expand your power production as part of your general growth.&lt;br /&gt;
&lt;br /&gt;
=== Fueled generation ===&lt;br /&gt;
{{main|Wood-fired generator}} &lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
&lt;br /&gt;
You can build wood-fired generators which runs on wood, and later, once you have [[chemfuel]],  chemfuel powered generators, each constantly providing 1,000 W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
&lt;br /&gt;
If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
&lt;br /&gt;
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
&lt;br /&gt;
Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and/or disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
&lt;br /&gt;
==== Boomalope setup ====&lt;br /&gt;
&lt;br /&gt;
Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
&lt;br /&gt;
3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
&lt;br /&gt;
If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
&lt;br /&gt;
==== Greenhouse setup ====&lt;br /&gt;
&lt;br /&gt;
A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
&lt;br /&gt;
==== Infinite chemreactor setup ====&lt;br /&gt;
&lt;br /&gt;
[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
&lt;br /&gt;
Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
&lt;br /&gt;
=== Solar power ===&lt;br /&gt;
&lt;br /&gt;
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
&lt;br /&gt;
[[Solar generator]]s provide power only during the day except during eclipses.  The upside of this is that daytime is when most of your colonists need power to get their work done.  A solar generator provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
&lt;br /&gt;
Combining these with [[battery|batteries]] gives a reliable, steady supply of power.&lt;br /&gt;
&lt;br /&gt;
=== Wind power ===&lt;br /&gt;
&lt;br /&gt;
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.  However, they are among the least expensive to build in terms of precious resources, and unlike solar will (usually!) provide power at night.&lt;br /&gt;
&lt;br /&gt;
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
&lt;br /&gt;
=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered, but unlike the above sources requires a massive separate research investment and so is not high on most priority lists. A basic mid-sized colony can be sustained using 5 such generators, around the usual number of geysers found on the map. &lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
&lt;br /&gt;
Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
&lt;br /&gt;
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
&lt;br /&gt;
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=102660</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=102660"/>
		<updated>2022-04-17T21:23:10Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
| name = Sterile tile&lt;br /&gt;
| description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build.&lt;br /&gt;
| image = ground sterile tile.png|Sterile tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cleanliness = +0.6&lt;br /&gt;
| research = Sterile materials&lt;br /&gt;
| work to make = 1600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount= 3&lt;br /&gt;
| resource 2 = Silver&lt;br /&gt;
| resource 2 amount = 12&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 24&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}{{Info|'''Sterile tile''' is one of the many [[floors]] that you can construct. It has the highest [[Room stats#Cleanliness|cleanliness stat]] of 0.6.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sterile tiles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
This tile is relatively slow to construct for a floor tile, taking almost 19x longer than a standard [[wood floor]].&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Sterile tiles decrease the probability of [[infection]] in a [[Room roles|hospital]] and the probability of [[food poisoning]] in a [[Room roles|kitchen]]. Since [[Research]] is also affected by [[Room_stats#Cleanliness|room cleanliness]], research will gain a slight bonus if done in a room with sterile tile.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Combining sterile tiles with [[straw matting]] can increase the cleanliness of a room while decreasing accumulation of filth. Just put sterile tile under objects which can't be walked over, such as beds, tables, and shelves, while leaving the rest of the room with straw matting. The only room that should be all sterile is your triage room, right near the killbox. Hospitals can combine steel tile with straw matting. Straw matting can be used for most of the walkways, just put 3 tile wide stretches every once in a while of non-flammable tiles. Straw matting is 93% walk speed with 1/20th the filth accumulation. If you put a potted plant(daylily-18beauty) every 6 tiles for 3 width walkways, the beauty will be offset. &lt;br /&gt;
&lt;br /&gt;
For hospitals: If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower). The cheapest room size to maintain cleanliness for triage is 4x5, but has to be cleaned everytime. The most effective is 6x5.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=102659</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=102659"/>
		<updated>2022-04-17T21:20:23Z</updated>

		<summary type="html">&lt;p&gt;Justplay: Added strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
| name = Sterile tile&lt;br /&gt;
| description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build.&lt;br /&gt;
| image = ground sterile tile.png|Sterile tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cleanliness = +0.6&lt;br /&gt;
| research = Sterile materials&lt;br /&gt;
| work to make = 1600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount= 3&lt;br /&gt;
| resource 2 = Silver&lt;br /&gt;
| resource 2 amount = 12&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 24&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}{{Info|'''Sterile tile''' is one of the many [[floors]] that you can construct. It has the highest [[Room stats#Cleanliness|cleanliness stat]] of 0.6.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sterile tiles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
This tile is relatively slow to construct for a floor tile, taking almost 19x longer than a standard [[wood floor]].&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Sterile tiles decrease the probability of [[infection]] in a [[Room roles|hospital]] and the probability of [[food poisoning]] in a [[Room roles|kitchen]]. Since [[Research]] is also affected by [[Room_stats#Cleanliness|room cleanliness]], research will gain a slight bonus if done in a room with sterile tile.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Combining sterile tiles with [[straw matting]] can increase the cleanliness of a room while decreasing accumulation of filth. Just put sterile tile under objects which can't be walked over, such as beds, tables, and shelves, while leaving the rest of the room with straw matting. The only room that should be all sterile is your triage room, right near the killbox. Hospitals can combine steel tile with straw matting. Straw matting can be used for most of the walkways, just put 3 tile wide stretches every once in a while of non-flammable tiles. Straw matting is 93% walk speed with 1/20th the filth accumulation. If you put a potted plant(daylily-18beauty) every 6 tiles for 3 width walkways, the beauty will be offset. &lt;br /&gt;
&lt;br /&gt;
For hospitals: If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower). The cheapest room size to maintain cleanliness for triage is 4x5, but has to be cleaned everytime. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102650</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102650"/>
		<updated>2022-04-17T20:35:30Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */  changed meal to simple meal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul. In terms of economics, hay is more nutrition per day but slightly less per unit work than corn, it should only be grown in limited growing season regions to feed livestock or even just once to lay down straw matting if work time is precious. It is usually better to grow faster growing crops when you don't have rich soil, so use rich soil for cash crops (especially corn) and regular soil for faster growing hay and fast growing cash crops (especially hops). Corn is still preferable to other low yield human edible crops in normal soil, but for subsistence in the early game rice is preferable in normal soil AND rich soil. Plants that can be grown in rocky soil (from best to worst in terms of fertility sensitivity): [[fibercorn]](.1), [[nutrifungus]](.15), [[potato plant]](.4), [[haygrass]](.6), [[hop plant]](.7), and no other is well suited to rocky soil.&lt;br /&gt;
Note: In the beginning of the game, 24 rice in normal soil is the minimum subsistence amount, so grow that along with all other crops being for profit! Hay can be planted in animal pens, set to not cut, and animals will eat it. Only when winter comes should you cut the hay. However, if there is limited time, corn and cash crops can be prioritized as it has much higher value for cutting.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
! Nutrition per day&lt;br /&gt;
! Nutrition per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[corn plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
| .0527&lt;br /&gt;
| .00297&lt;br /&gt;
|-&lt;br /&gt;
| [[haygrass]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 18&lt;br /&gt;
| .36&lt;br /&gt;
| .0175&lt;br /&gt;
| 12.92&lt;br /&gt;
| .501&lt;br /&gt;
| .0697&lt;br /&gt;
| .0024&lt;br /&gt;
|-&lt;br /&gt;
| [[rice plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 6&lt;br /&gt;
| .66&lt;br /&gt;
| .0107&lt;br /&gt;
| 5.54&lt;br /&gt;
| .715&lt;br /&gt;
| .05415&lt;br /&gt;
| .00081&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals and only hay should be used to make kibble.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=102649</id>
		<title>Pemmican</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=102649"/>
		<updated>2022-04-17T20:28:12Z</updated>

		<summary type="html">&lt;p&gt;Justplay: fixed work to make&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardization}}{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Pemmican&lt;br /&gt;
| description = A preserved mashed mixture of fat and plant food. Tastes bland, but not offensive. It lasts a very long time without refrigeration. Great for traveling.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Pemmican&lt;br /&gt;
| label = pemmican&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters =&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy =&lt;br /&gt;
| preferability =&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| flammability base = 0.6&lt;br /&gt;
| market value base = 1.4&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| work to make base = 700&lt;br /&gt;
| mass = 0.018&lt;br /&gt;
| days to rot = 70&lt;br /&gt;
}}{{#set:Production Facility 1 = Campfire}}{{#set:Production Facility 2 = Fueled stove}}{{#set:Production Facility 3 = Electric stove}}&lt;br /&gt;
{{Info|'''Pemmican''' is a low-tech long-lasting food, ideal for [[caravan]] trips.  It is produced  from .25 nutrition each of meat and vegetables (.5 total), producing 16 pemmican with 0.05 nutrition each, for 0.8 nutrition total.  No Cooking skill is required.}}&lt;br /&gt;
&lt;br /&gt;
=== Acquisition ===&lt;br /&gt;
Pemmican requires the [[Research#Pemmican|pemmican research]]; [[Scenario_system#Lost_Tribe|Lost Tribe]] colonies start with it, but Industrial colony starts need to research it before it can be produced.&lt;br /&gt;
&lt;br /&gt;
It can be [[Menus#cook|cooked]] from a mixture of 0.25 nutrition from meat and 0.25 nutrition from vegetables on a [[campfire]], [[fueled stove]] or [[electric stove]]. There is no [[Cooking]] skill requirement, although it does increase that skill.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[trade]]rs, or occasionally recovered from [[tribal]] [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
Cooking pemmican requires {{ticks|700}} of work for 16 units, or {{ticks|2800}} for 64.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
Producing pemmican takes 0.5 units of nutrition in ingredients and yields 0.8 units of nutrition as a result -- a 60% net nutrition gain. Up to 20 can be consumed in one sitting. &lt;br /&gt;
&lt;br /&gt;
Pemmican is very useful for long-term food storage before you get freezers, as it lasts 70 days unrefrigerated before rotting, has no minimum Cooking requirement, and Tribal colonies (who need it the most) start with the technology already researched.  &lt;br /&gt;
&lt;br /&gt;
; Pemmican vs. a Fine Meal:&lt;br /&gt;
* The exact same ingredients (both .25 meat + .25 vegetables)&lt;br /&gt;
* Pemmican takes 50% more work to produce (12 vs. 8)&lt;br /&gt;
* A fine meal provides ~11% more nutrition (0.9 vs. 0.8)&lt;br /&gt;
* A fine meal provides a +5 [[mood]] boost&lt;br /&gt;
* A fine meal spoils ''much'' faster (4 days vs. 70 days)&lt;br /&gt;
* A fine meal can store more nutrition in a full stack (9 vs 3.75)&lt;br /&gt;
* A fine meal has a lower nutrition density ({{#expr:{{Q|Fine meal|Nutrition}}/{{Q|Fine meal|Mass Base}} round 3}} vs {{#expr:{{P|Nutrition}}/{{P|Mass Base}} round 3}}), meaning pemmican gives you more nutrition for the same weight (for [[caravan]]s)&lt;br /&gt;
* Pemmican gives ''exactly'' the amount of nutrition needed, while (any) meals have a potential for &amp;quot;waste&amp;quot; (see next)&lt;br /&gt;
&lt;br /&gt;
==== Benefits of discrete nutrition ====&lt;br /&gt;
While pemmican technically has a lower net nutrition gain than fine / simple meals, it is slightly more efficient while eating. Colonists try to eat just before actually getting [[Saturation#Levels of Saturation|hungry]], so they will typically eat at about 0.7-0.8 hunger. A set meal restores a fixed 0.9 nutrition in one single piece, so they of average they may waste about 15% of it. Because pemmican comes in smaller pieces, colonists will take only as much as they need, and on average only waste about 2.5% while eating. These differences are small and nearly cancel each other out, but may be important/interesting to some players. It can also be relevant when feeding animals - small animals can waste a large amount of the nutrition of a meal, making pemmican (or [[kibble]], which works the same) an ideal option for feeding them high nutritional efficiency food.&lt;br /&gt;
&lt;br /&gt;
This technique can also prove beneficial when a colonist is affected by an [[ailment]] or  [[disease]] which causes frequent vomiting, such as [[food poisoning]] or [[gut worms]]. Vomiting interrupts the process of eating a full meal, but a colonist can quickly down a few bites of pemmican between &amp;quot;attacks&amp;quot;, and so more easily avoid [[malnutrition]] .&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102648</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102648"/>
		<updated>2022-04-17T20:21:35Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */  added small statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul. In terms of economics, hay is more nutrition per day but slightly less per unit work than corn, it should only be grown in limited growing season regions to feed livestock or even just once to lay down straw matting if work time is precious. It is usually better to grow faster growing crops when you don't have rich soil, so use rich soil for cash crops (especially corn) and regular soil for faster growing hay and fast growing cash crops (especially hops). Corn is still preferable to other low yield human edible crops in normal soil, but for subsistence in the early game rice is preferable in normal soil AND rich soil. Plants that can be grown in rocky soil (from best to worst in terms of fertility sensitivity): [[fibercorn]](.1), [[nutrifungus]](.15), [[potato plant]](.4), [[haygrass]](.6), [[hop plant]](.7), and no other is well suited to rocky soil.&lt;br /&gt;
Note: In the beginning of the game, 24 rice in normal soil is the minimum subsistence amount, so grow that along with all other crops being for profit! Hay can be planted in animal pens, set to not cut, and animals will eat it. Only when winter comes should you cut the hay. However, if there is limited time, corn and cash crops can be prioritized as it has much higher value for cutting.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
! Nutrition per day&lt;br /&gt;
! Nutrition per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[corn plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
| .0527&lt;br /&gt;
| .00297&lt;br /&gt;
|-&lt;br /&gt;
| [[haygrass]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 18&lt;br /&gt;
| .36&lt;br /&gt;
| .0175&lt;br /&gt;
| 12.92&lt;br /&gt;
| .501&lt;br /&gt;
| .0697&lt;br /&gt;
| .0024&lt;br /&gt;
|-&lt;br /&gt;
| [[rice plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 6&lt;br /&gt;
| .66&lt;br /&gt;
| .0107&lt;br /&gt;
| 5.54&lt;br /&gt;
| .715&lt;br /&gt;
| .05415&lt;br /&gt;
| .00081&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals and only hay should be used to make kibble.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102647</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102647"/>
		<updated>2022-04-17T20:18:00Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */  added nutrition per unit work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul. In terms of economics, hay is more nutrition per day but slightly less per unit work than corn, it should only be grown in limited growing season regions to feed livestock or even just once to lay down straw matting if work time is precious. It is usually better to grow faster growing crops when you don't have rich soil, so use rich soil for cash crops (especially corn) and regular soil for faster growing hay and fast growing cash crops (especially hops). Corn is still preferable to other low yield human edible crops in normal soil, but for subsistence in the early game rice is preferable in normal soil AND rich soil. Plants that can be grown in rocky soil (from best to worst in terms of fertility sensitivity): [[fibercorn]](.1), [[nutrifungus]](.15), [[potato plant]](.4), [[haygrass]](.6), [[hop plant]](.7), and no other is well suited to rocky soil.&lt;br /&gt;
Note: In the beginning of the game, 24 rice in normal soil is the minimum subsistence amount, so grow that along with all other crops being for profit!&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
! Nutrition per day&lt;br /&gt;
! Nutrition per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[corn plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
| .0527&lt;br /&gt;
| .00297&lt;br /&gt;
|-&lt;br /&gt;
| [[haygrass]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 18&lt;br /&gt;
| .36&lt;br /&gt;
| .0175&lt;br /&gt;
| 12.92&lt;br /&gt;
| .501&lt;br /&gt;
| .0697&lt;br /&gt;
| .0024&lt;br /&gt;
|-&lt;br /&gt;
| [[rice plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 6&lt;br /&gt;
| .66&lt;br /&gt;
| .0107&lt;br /&gt;
| 5.54&lt;br /&gt;
| .715&lt;br /&gt;
| .05415&lt;br /&gt;
| .00081&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals and only hay should be used to make kibble.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102646</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102646"/>
		<updated>2022-04-17T20:14:22Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul. In terms of economics, hay is more nutrition per day but slightly less per unit work than corn, it should only be grown in limited growing season regions to feed livestock or even just once to lay down straw matting if work time is precious. It is usually better to grow faster growing crops when you don't have rich soil, so use rich soil for cash crops (especially corn) and regular soil for faster growing hay and fast growing cash crops (especially hops). Corn is still preferable to other low yield human edible crops in normal soil, but for subsistence in the early game rice is preferable in normal soil AND rich soil. Plants that can be grown in rocky soil (from best to worst in terms of fertility sensitivity): [[fibercorn]](.1), [[nutrifungus]](.15), [[potato plant]](.4), [[haygrass]](.6), [[hop plant]](.7), and no other is well suited to rocky soil.&lt;br /&gt;
Note: In the beginning of the game, 24 rice in normal soil is the minimum subsistence amount, so grow that along with all other crops being for profit!&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
! Nutrition per day&lt;br /&gt;
! Nutrition per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[corn plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
| .0527&lt;br /&gt;
|-&lt;br /&gt;
| [[haygrass]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 18&lt;br /&gt;
| .36&lt;br /&gt;
| .0175&lt;br /&gt;
| 12.92&lt;br /&gt;
| .501&lt;br /&gt;
| .0697&lt;br /&gt;
|-&lt;br /&gt;
| [[rice plant]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 6&lt;br /&gt;
| .66&lt;br /&gt;
| .0107&lt;br /&gt;
| 5.54&lt;br /&gt;
| .715&lt;br /&gt;
| .5415&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals and only hay should be used to make kibble.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102645</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102645"/>
		<updated>2022-04-17T19:51:03Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals and only hay should be used to make kibble.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102644</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102644"/>
		<updated>2022-04-17T19:50:03Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
Note: Meat should never be used to make simple meals.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102643</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102643"/>
		<updated>2022-04-17T19:49:23Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */  Added meal production.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.&lt;br /&gt;
&lt;br /&gt;
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies.&lt;br /&gt;
Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Plant)&lt;br /&gt;
| 300&lt;br /&gt;
| 6.6&lt;br /&gt;
| 2.4&lt;br /&gt;
| .008&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]](Meat)&lt;br /&gt;
| 300&lt;br /&gt;
| 12&lt;br /&gt;
| -3&lt;br /&gt;
| -.01&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]&lt;br /&gt;
| 450&lt;br /&gt;
| 9.9&lt;br /&gt;
| 2.1&lt;br /&gt;
| .0047&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]&lt;br /&gt;
| 800&lt;br /&gt;
| 18.8&lt;br /&gt;
| 5.2&lt;br /&gt;
| .0065&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]&lt;br /&gt;
| 700&lt;br /&gt;
| 9.9&lt;br /&gt;
| 3.54&lt;br /&gt;
| .005&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]](hay)&lt;br /&gt;
| 450&lt;br /&gt;
| 31.2&lt;br /&gt;
| 1.8&lt;br /&gt;
| .004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=102642</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=102642"/>
		<updated>2022-04-17T18:29:01Z</updated>

		<summary type="html">&lt;p&gt;Justplay: I made a stack of yayo and it stops at 150.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Yayo&lt;br /&gt;
| description = A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| mass = 0.05&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| market value base = 21&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 350&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.80&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.40&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Psychoid leaves}}{{#set:Resource 1 Amount = 8}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&lt;br /&gt;
'''Yayo''' is a drug of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption provides +80% to [[recreation]] and will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and affects the body with:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain x50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
===Drug===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    x50%    ||    x33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    x50%     ||    x33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    x10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    x80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon|silver|2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon|silver|1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon|silver|456}} for a total of {{icon|silver|2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102641</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102641"/>
		<updated>2022-04-17T18:00:39Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Food Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102630</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102630"/>
		<updated>2022-04-17T15:44:09Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Furniture production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. Remember that furniture has an additional .7x multiplier for sale, therefore it is more profitable to just sell the textile than to make it into furniture to sell.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| -8.7&lt;br /&gt;
| -.000624&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102628</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102628"/>
		<updated>2022-04-17T15:23:08Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Apparel Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. If you have a good builder and no good crafter it might make more sense to use the textile for armchairs, but remember that furniture has an additional .7x multiplier for sale. &lt;br /&gt;
&lt;br /&gt;
Note: All materials have the same value added per unit work.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| 21&lt;br /&gt;
| .0015&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Note: Farming is way more profitable, making clothing/furniture should be reserved for making it yourself, and should be purchased at every opportunity, again these items are best traded in one direction - bought and not sold.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102627</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102627"/>
		<updated>2022-04-17T15:14:29Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Apparel Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. If you have a good builder and no good crafter it might make more sense to use the textile for armchairs, but remember that furniture has an additional .7x multiplier for sale. &lt;br /&gt;
&lt;br /&gt;
Note: All materials have the same value added per unit work.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| 21&lt;br /&gt;
| .0015&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! Work to make&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 21.6&lt;br /&gt;
| .00216&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102626</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102626"/>
		<updated>2022-04-17T15:10:57Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Furniture production */  Added table for value added for armchair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. If you have a good builder and no good crafter it might make more sense to use the textile for armchairs, but remember that furniture has an additional .7x multiplier for sale. &lt;br /&gt;
&lt;br /&gt;
Note: All materials have the same value added per unit work.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Work to make&lt;br /&gt;
! Raw material per&lt;br /&gt;
! Value added (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 110&lt;br /&gt;
| 21&lt;br /&gt;
| .0015&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102624</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102624"/>
		<updated>2022-04-17T14:55:54Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Sculpture Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
{{TOCright}} &lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* Art or Crafted items, similar to construction&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do want it have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a [[Mental inspiration#Inspired creativity|creativity inspiration]], as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a &amp;quot;white elephant&amp;quot;, something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating bulk goods ==&lt;br /&gt;
Creating goods is another way of making money.  Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.&lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
=== Sculpture Production ===&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
Small sculptures have the highest value per material and lowest value-added per work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. &lt;br /&gt;
&lt;br /&gt;
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Furniture production ===&lt;br /&gt;
[[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]].&lt;br /&gt;
&lt;br /&gt;
=== Apparel Production ===&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Material Production ===&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtuorwgkp6viimx9&amp;topic_revId=wtuorwgkp6viimx9&amp;action=single-view</id>
		<title>Topic:Wtqslt3pta7bdrbh</title>
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		<updated>2022-04-17T14:51:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Justplay&quot; class=&quot;mw-userlink&quot; title=&quot;User:Justplay&quot;&gt;&lt;bdi&gt;Justplay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Justplay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Justplay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Justplay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Justplay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;amp;topic_showPostId=wtuorwgkp6viimx9#flow-post-wtuorwgkp6viimx9&quot;&gt;commented&lt;/a&gt; on &quot;Renaming article&quot; (&lt;em&gt;Thanks :D Good to meet you!&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102600</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102600"/>
		<updated>2022-04-17T00:08:09Z</updated>

		<summary type="html">&lt;p&gt;Justplay: Added basic intro for apparel production.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
&lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do have nothing you want.&lt;br /&gt;
&lt;br /&gt;
Note: Producing things from gold and silver is best when someone has a high skill level and a creativity inspiration. It multiplies the effect of your work quality.&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting goods is another way of making money. &lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
== Sculpture Production ==&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than all other items. Wood, is the only material that makes sense to build sculptures for profit in terms of value added per unit work. Small sculptures the highest value per material and lowest value per work, while grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures, whereas if you have lots of material and want to create value (relatively) quickly, make grand sculptures. However, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. The ratio of materials besides wood, work cost versus value added is so low that it isn't worth it.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Furniture production ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apparel Production ==&lt;br /&gt;
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.&lt;br /&gt;
&lt;br /&gt;
Dusters are the most profitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Material Production ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Clothing&amp;diff=102599</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Clothing&amp;diff=102599"/>
		<updated>2022-04-17T00:06:55Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Profitability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Recode|reason=Tables need overhaul and automation}}&lt;br /&gt;
'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage.&lt;br /&gt;
&lt;br /&gt;
All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.&lt;br /&gt;
&lt;br /&gt;
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the &amp;quot;[[Tainted]]&amp;quot; modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.&lt;br /&gt;
&lt;br /&gt;
== Tech level ==&lt;br /&gt;
Informally, specific items of clothing are often referred to as falling into one of two categories: Tribal clothing, or Industrial clothing, based on the [[Research]] necessary to craft them, and they are both pretty much self-explanatory.&lt;br /&gt;
&lt;br /&gt;
Below are lists of clothing for the core game; [[Downloadable content|DLC]]'s will add additional items.&lt;br /&gt;
&lt;br /&gt;
==== Tribal clothing ====&lt;br /&gt;
No research is necessary for these items:&lt;br /&gt;
&lt;br /&gt;
: {|width=&amp;quot;350&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[tribal headdress]]*&lt;br /&gt;
|&lt;br /&gt;
* [[veil]]&lt;br /&gt;
* [[war mask]]*&lt;br /&gt;
|}&lt;br /&gt;
:: * Note that [[Scenario_system#Crashlanded|Industrial colonies]] (including [[Scenario system#The Rich Explorer|Rich Explorer]] starts) can never craft tribal headdresses and war masks, although they can [[trade]] for and use them.&lt;br /&gt;
&lt;br /&gt;
==== Industrial clothing ====&lt;br /&gt;
Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es). Industrial colonies begin with complex clothing already researched.&lt;br /&gt;
&lt;br /&gt;
: {|width=&amp;quot;500&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[duster]]&lt;br /&gt;
* [[jacket]]&lt;br /&gt;
* [[parka]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* [[bowler hat]]&lt;br /&gt;
* [[cowboy hat]]&lt;br /&gt;
* [[hood]]&lt;br /&gt;
* [[tuque]]&lt;br /&gt;
|&lt;br /&gt;
* [[t-shirt]]&lt;br /&gt;
* [[button-down shirt]]&lt;br /&gt;
* [[pants]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: (Note: In the context of Research, this is more properly a &amp;quot;medieval&amp;quot; technology, putting a x67% penalty on Research Speed for Tribal colonies that effectively changes the 600 point goal to a 900 point goal.  Outside of Research-specific contexts, &amp;quot;Tribal/Industrial&amp;quot; clothing is the default distinction.)  &amp;lt;!-- [[Complex clothing]] redirects here, so this small note re &amp;quot;Research&amp;quot;, altho' not directly related to &amp;quot;clothing&amp;quot;, is most approp here (since, as it stands, it has nowhere else to go).  Meanwhile, the terms &amp;quot;Tribal clothing&amp;quot; and &amp;quot;Industrial clothing&amp;quot; ~are~ used widely, both in forums and on this wiki. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manufacturing clothing ==&lt;br /&gt;
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. &lt;br /&gt;
&lt;br /&gt;
Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc.&lt;br /&gt;
: '''[[Crafting spot]]:'''&lt;br /&gt;
:: Produces only tribal clothing, and with a 50% workspeed penalty. &lt;br /&gt;
::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)&lt;br /&gt;
::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them)&lt;br /&gt;
: '''[[Hand tailor bench]]:'''&lt;br /&gt;
:: A neolithic production facility with a 50% workspeed penalty{{Check|WAI?|A bench is ~supposed~ to be faster than a crafting spot}}, offers the full range of craftable clothing.&lt;br /&gt;
::* Tribal colonies can produce all items&lt;br /&gt;
::* Industrial colonies cannot craft tribal headdresses or war masks&lt;br /&gt;
: '''[[Electric tailor bench]]:'''&lt;br /&gt;
:: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.&lt;br /&gt;
::* Same tech restrictions as hand tailor benches&lt;br /&gt;
&lt;br /&gt;
== Clothing values and materials ==&lt;br /&gt;
Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.&lt;br /&gt;
&lt;br /&gt;
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].&lt;br /&gt;
&lt;br /&gt;
=== Fabrics ===&lt;br /&gt;
{{Main|Fabrics}}&lt;br /&gt;
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints. &lt;br /&gt;
&lt;br /&gt;
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Wools ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.&lt;br /&gt;
&lt;br /&gt;
=== Leathers and Skins ===&lt;br /&gt;
{{Main|Leathers}}&lt;br /&gt;
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.&lt;br /&gt;
&lt;br /&gt;
== Headgear table ==&lt;br /&gt;
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar.&lt;br /&gt;
&lt;br /&gt;
The Slave Collar, is not true headgear, in terms of layer &amp;quot;slot&amp;quot;. Although it does have some layer interaction, as shown by its conflict with the Broadwrap. &lt;br /&gt;
[[File:Human Body Areas Located.png|thumb|right|Human Body Clothing Coverage Areas ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Research Requirement&lt;br /&gt;
! Fabric&lt;br /&gt;
! Leathery&lt;br /&gt;
! Material Amount&lt;br /&gt;
! Work amount&lt;br /&gt;
! Market value&lt;br /&gt;
! Value added&lt;br /&gt;
! Value added per work&lt;br /&gt;
! Sharp&lt;br /&gt;
! Blunt&lt;br /&gt;
! Heat&lt;br /&gt;
! Cold Insulation&lt;br /&gt;
! Heat Insulation&lt;br /&gt;
! Special&lt;br /&gt;
! Upper Head&lt;br /&gt;
! Full Head&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cowboy hat]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Cowboy hat|Resource 1 Amount}}&lt;br /&gt;
| 1800&lt;br /&gt;
| 44&lt;br /&gt;
| 6.5&lt;br /&gt;
| .00361&lt;br /&gt;
| 59&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| +10% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Bowler hat]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Bowler hat|Resource 1 Amount}}&lt;br /&gt;
| 1800&lt;br /&gt;
| 37&lt;br /&gt;
| 7&lt;br /&gt;
| .0039&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| +15% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]]&lt;br /&gt;
| None&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Tribal headdress|Resource 1 Amount}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .0037&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 15%&lt;br /&gt;
| +15% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Tuque|Resource 1 Amount}}&lt;br /&gt;
| 1200&lt;br /&gt;
| 34&lt;br /&gt;
| 4&lt;br /&gt;
| .00333&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]]&lt;br /&gt;
| None&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Veil|Resource 1 Amount}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| +5% Pain Shock Threshold&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Psychic foil helmet]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| -&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 27%&lt;br /&gt;
| 2°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| -90% Psychic Sensitivity&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Top hat|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Ladies hat|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Beret|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 7%&lt;br /&gt;
| 15%&lt;br /&gt;
| +10% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}}&lt;br /&gt;
| Royal Apparel&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Coronet|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}}&lt;br /&gt;
| Royal Apparel&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Stellic crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Hood]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Hood|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Headwrap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Headwrap|Resource 1 Amount}}&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 10%&lt;br /&gt;
| 15%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Broadwrap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Broadwrap|Resource 1 Amount}}&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 20%&lt;br /&gt;
| 25%&lt;br /&gt;
| Nothing (Slave Collar Conflict)&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Visage mask]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Visage mask|Resource 1 Amount}}&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slicecap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Slicecap|Resource 1 Amount}}&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slave collar]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Slave collar|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +15% Slave suppression offset&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Authority cap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Authority cap|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| +10% Slave Suppression Power&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Tailcap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Tailcap|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Shadecone]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Shadecone|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Flophat]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Flophat|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Torture crown]]{{IdeologyIcon}}&lt;br /&gt;
| Guilty or Pain Is Virtue meme&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Torture crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +5% pain&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Blindfold]]{{IdeologyIcon}}&lt;br /&gt;
| Blindsight meme&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Blindfold|Resource 1 Amount}}&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 35%&lt;br /&gt;
| 0%&lt;br /&gt;
| Max [[sight]] 20%, 30% bonus to [[psychic sensitivity]]&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Profitability ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Work amount&lt;br /&gt;
! Market value&lt;br /&gt;
! Value added&lt;br /&gt;
! Value added per work&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]]&lt;br /&gt;
| 1800&lt;br /&gt;
| 44&lt;br /&gt;
| 6.5&lt;br /&gt;
| .00361&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]]&lt;br /&gt;
| 1800&lt;br /&gt;
| 37&lt;br /&gt;
| 7&lt;br /&gt;
| .0039&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .0037&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]]&lt;br /&gt;
| 1200&lt;br /&gt;
| 34&lt;br /&gt;
| 4&lt;br /&gt;
| .00333&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]]&lt;br /&gt;
| 1400&lt;br /&gt;
| 35&lt;br /&gt;
| 5&lt;br /&gt;
| .00357&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .00366&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .00366&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hood]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Headwrap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Broadwrap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Visage mask]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slicecap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave collar]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Authority cap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tailcap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadecone]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flophat]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Torture crown]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Blindfold]]{{IdeologyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body table ==&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
[[File:Human Body Clothing Layers Infographic.png|thumb|right|Human Body Clothing Layers Infographic]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Fabric&lt;br /&gt;
! Leathery&lt;br /&gt;
! Armor&lt;br /&gt;
! Cold Insulation&lt;br /&gt;
! Heat Insulation&lt;br /&gt;
! Upper Body&lt;br /&gt;
! Lower Body&lt;br /&gt;
! On Skin&lt;br /&gt;
! Middle&lt;br /&gt;
! Outer&lt;br /&gt;
! Material Amount&lt;br /&gt;
! Other&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Tribalwear]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 55%&lt;br /&gt;
| 55%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Parka]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 200%&lt;br /&gt;
| 0%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Pants]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 8%&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[T-shirt]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 22%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Button-down shirt]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 26%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| 85%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cape]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| 85%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Jacket]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 80%&lt;br /&gt;
| 30%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Robe]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| 25%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 22%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 65&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| 25%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 5°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 6°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 15°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slave body strap]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 70&lt;br /&gt;
| +15% Slave suppression offset&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Burka]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 20%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 60&lt;br /&gt;
| Move speed -.40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Apparel]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Clothing&amp;diff=102598</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Clothing&amp;diff=102598"/>
		<updated>2022-04-17T00:05:56Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Headgear table */  added some values for profitability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Recode|reason=Tables need overhaul and automation}}&lt;br /&gt;
'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage.&lt;br /&gt;
&lt;br /&gt;
All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.&lt;br /&gt;
&lt;br /&gt;
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the &amp;quot;[[Tainted]]&amp;quot; modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.&lt;br /&gt;
&lt;br /&gt;
== Tech level ==&lt;br /&gt;
Informally, specific items of clothing are often referred to as falling into one of two categories: Tribal clothing, or Industrial clothing, based on the [[Research]] necessary to craft them, and they are both pretty much self-explanatory.&lt;br /&gt;
&lt;br /&gt;
Below are lists of clothing for the core game; [[Downloadable content|DLC]]'s will add additional items.&lt;br /&gt;
&lt;br /&gt;
==== Tribal clothing ====&lt;br /&gt;
No research is necessary for these items:&lt;br /&gt;
&lt;br /&gt;
: {|width=&amp;quot;350&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[tribal headdress]]*&lt;br /&gt;
|&lt;br /&gt;
* [[veil]]&lt;br /&gt;
* [[war mask]]*&lt;br /&gt;
|}&lt;br /&gt;
:: * Note that [[Scenario_system#Crashlanded|Industrial colonies]] (including [[Scenario system#The Rich Explorer|Rich Explorer]] starts) can never craft tribal headdresses and war masks, although they can [[trade]] for and use them.&lt;br /&gt;
&lt;br /&gt;
==== Industrial clothing ====&lt;br /&gt;
Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es). Industrial colonies begin with complex clothing already researched.&lt;br /&gt;
&lt;br /&gt;
: {|width=&amp;quot;500&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[duster]]&lt;br /&gt;
* [[jacket]]&lt;br /&gt;
* [[parka]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* [[bowler hat]]&lt;br /&gt;
* [[cowboy hat]]&lt;br /&gt;
* [[hood]]&lt;br /&gt;
* [[tuque]]&lt;br /&gt;
|&lt;br /&gt;
* [[t-shirt]]&lt;br /&gt;
* [[button-down shirt]]&lt;br /&gt;
* [[pants]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: (Note: In the context of Research, this is more properly a &amp;quot;medieval&amp;quot; technology, putting a x67% penalty on Research Speed for Tribal colonies that effectively changes the 600 point goal to a 900 point goal.  Outside of Research-specific contexts, &amp;quot;Tribal/Industrial&amp;quot; clothing is the default distinction.)  &amp;lt;!-- [[Complex clothing]] redirects here, so this small note re &amp;quot;Research&amp;quot;, altho' not directly related to &amp;quot;clothing&amp;quot;, is most approp here (since, as it stands, it has nowhere else to go).  Meanwhile, the terms &amp;quot;Tribal clothing&amp;quot; and &amp;quot;Industrial clothing&amp;quot; ~are~ used widely, both in forums and on this wiki. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manufacturing clothing ==&lt;br /&gt;
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. &lt;br /&gt;
&lt;br /&gt;
Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc.&lt;br /&gt;
: '''[[Crafting spot]]:'''&lt;br /&gt;
:: Produces only tribal clothing, and with a 50% workspeed penalty. &lt;br /&gt;
::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)&lt;br /&gt;
::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them)&lt;br /&gt;
: '''[[Hand tailor bench]]:'''&lt;br /&gt;
:: A neolithic production facility with a 50% workspeed penalty{{Check|WAI?|A bench is ~supposed~ to be faster than a crafting spot}}, offers the full range of craftable clothing.&lt;br /&gt;
::* Tribal colonies can produce all items&lt;br /&gt;
::* Industrial colonies cannot craft tribal headdresses or war masks&lt;br /&gt;
: '''[[Electric tailor bench]]:'''&lt;br /&gt;
:: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.&lt;br /&gt;
::* Same tech restrictions as hand tailor benches&lt;br /&gt;
&lt;br /&gt;
== Clothing values and materials ==&lt;br /&gt;
Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.&lt;br /&gt;
&lt;br /&gt;
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].&lt;br /&gt;
&lt;br /&gt;
=== Fabrics ===&lt;br /&gt;
{{Main|Fabrics}}&lt;br /&gt;
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints. &lt;br /&gt;
&lt;br /&gt;
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Wools ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.&lt;br /&gt;
&lt;br /&gt;
=== Leathers and Skins ===&lt;br /&gt;
{{Main|Leathers}}&lt;br /&gt;
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.&lt;br /&gt;
&lt;br /&gt;
== Headgear table ==&lt;br /&gt;
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar.&lt;br /&gt;
&lt;br /&gt;
The Slave Collar, is not true headgear, in terms of layer &amp;quot;slot&amp;quot;. Although it does have some layer interaction, as shown by its conflict with the Broadwrap. &lt;br /&gt;
[[File:Human Body Areas Located.png|thumb|right|Human Body Clothing Coverage Areas ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Research Requirement&lt;br /&gt;
! Fabric&lt;br /&gt;
! Leathery&lt;br /&gt;
! Material Amount&lt;br /&gt;
! Work amount&lt;br /&gt;
! Market value&lt;br /&gt;
! Value added&lt;br /&gt;
! Value added per work&lt;br /&gt;
! Sharp&lt;br /&gt;
! Blunt&lt;br /&gt;
! Heat&lt;br /&gt;
! Cold Insulation&lt;br /&gt;
! Heat Insulation&lt;br /&gt;
! Special&lt;br /&gt;
! Upper Head&lt;br /&gt;
! Full Head&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cowboy hat]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Cowboy hat|Resource 1 Amount}}&lt;br /&gt;
| 1800&lt;br /&gt;
| 44&lt;br /&gt;
| 6.5&lt;br /&gt;
| .00361&lt;br /&gt;
| 59&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| +10% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Bowler hat]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Bowler hat|Resource 1 Amount}}&lt;br /&gt;
| 1800&lt;br /&gt;
| 37&lt;br /&gt;
| 7&lt;br /&gt;
| .0039&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| +15% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]]&lt;br /&gt;
| None&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Tribal headdress|Resource 1 Amount}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .0037&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 15%&lt;br /&gt;
| +15% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Tuque|Resource 1 Amount}}&lt;br /&gt;
| 1200&lt;br /&gt;
| 34&lt;br /&gt;
| 4&lt;br /&gt;
| .00333&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]]&lt;br /&gt;
| None&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Veil|Resource 1 Amount}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| +5% Pain Shock Threshold&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Psychic foil helmet]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| -&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 27%&lt;br /&gt;
| 2°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| -90% Psychic Sensitivity&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Top hat|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Ladies hat|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
| Noble Apparel&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Beret|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 7%&lt;br /&gt;
| 15%&lt;br /&gt;
| +10% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}}&lt;br /&gt;
| Royal Apparel&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Coronet|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}}&lt;br /&gt;
| Royal Apparel&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Stellic crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Hood]]&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Hood|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| 25%&lt;br /&gt;
| +20% Social Impact&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Headwrap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Headwrap|Resource 1 Amount}}&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 10%&lt;br /&gt;
| 15%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Broadwrap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Broadwrap|Resource 1 Amount}}&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 20%&lt;br /&gt;
| 25%&lt;br /&gt;
| Nothing (Slave Collar Conflict)&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Visage mask]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Visage mask|Resource 1 Amount}}&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slicecap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Slicecap|Resource 1 Amount}}&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 0%&lt;br /&gt;
| 10%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slave collar]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Slave collar|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +15% Slave suppression offset&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Authority cap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Authority cap|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| +10% Slave Suppression Power&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Tailcap]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| N&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Tailcap|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Shadecone]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| {{Q|Shadecone|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Flophat]]{{IdeologyIcon}}&lt;br /&gt;
| Complex Clothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Flophat|Resource 1 Amount}}&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 0%&lt;br /&gt;
| Nothing&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Torture crown]]{{IdeologyIcon}}&lt;br /&gt;
| Guilty or Pain Is Virtue meme&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Torture crown|Resource 1 Amount}}&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| +5% pain&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Blindfold]]{{IdeologyIcon}}&lt;br /&gt;
| Blindsight meme&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| {{Q|Blindfold|Resource 1 Amount}}&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 35%&lt;br /&gt;
| 0%&lt;br /&gt;
| Max [[sight]] 20%, 30% bonus to [[psychic sensitivity]]&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Profitability ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Work amount&lt;br /&gt;
! Market value&lt;br /&gt;
! Value added&lt;br /&gt;
! Value added per work&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]]&lt;br /&gt;
| {{Q|Cowboy hat|Resource 1 Amount}}&lt;br /&gt;
| 1800&lt;br /&gt;
| 44&lt;br /&gt;
| 6.5&lt;br /&gt;
| .00361&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]]&lt;br /&gt;
| 1800&lt;br /&gt;
| 37&lt;br /&gt;
| 7&lt;br /&gt;
| .0039&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .0037&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]]&lt;br /&gt;
| 1200&lt;br /&gt;
| 34&lt;br /&gt;
| 4&lt;br /&gt;
| .00333&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]]&lt;br /&gt;
| 1400&lt;br /&gt;
| 35&lt;br /&gt;
| 5&lt;br /&gt;
| .00357&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .00366&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}}&lt;br /&gt;
| 6000&lt;br /&gt;
| 97&lt;br /&gt;
| 22&lt;br /&gt;
| .00366&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hood]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Headwrap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Broadwrap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Visage mask]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slicecap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave collar]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Authority cap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tailcap]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadecone]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flophat]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Torture crown]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Blindfold]]{{IdeologyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body table ==&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
[[File:Human Body Clothing Layers Infographic.png|thumb|right|Human Body Clothing Layers Infographic]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Fabric&lt;br /&gt;
! Leathery&lt;br /&gt;
! Armor&lt;br /&gt;
! Cold Insulation&lt;br /&gt;
! Heat Insulation&lt;br /&gt;
! Upper Body&lt;br /&gt;
! Lower Body&lt;br /&gt;
! On Skin&lt;br /&gt;
! Middle&lt;br /&gt;
! Outer&lt;br /&gt;
! Material Amount&lt;br /&gt;
! Other&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Tribalwear]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 55%&lt;br /&gt;
| 55%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Parka]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 200%&lt;br /&gt;
| 0%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Pants]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 8%&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[T-shirt]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 22%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Button-down shirt]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 26%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| 85%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cape]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| 85%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Jacket]]&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 30%&lt;br /&gt;
| 80%&lt;br /&gt;
| 30%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Robe]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| 25%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 22%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 65&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| 25%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 5°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 6°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}}&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
| 0%&lt;br /&gt;
| 15°C&lt;br /&gt;
| 1°C&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Slave body strap]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 70&lt;br /&gt;
| +15% Slave suppression offset&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Burka]]{{IdeologyIcon}}&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 20%&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Y&lt;br /&gt;
| 60&lt;br /&gt;
| Move speed -.40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Apparel]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102597</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102597"/>
		<updated>2022-04-16T23:26:02Z</updated>

		<summary type="html">&lt;p&gt;Justplay: Moved the corn growing to a new section. Moved food production to beginning as it is the most profitable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
&lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do have nothing you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
Crafting goods is another way of making money. &lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
== Sculpture Production ==&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than all other items. Wood, is the only material that makes sense to build sculptures for profit in terms of value added per unit work. Small sculptures the highest value per material and lowest value per work, while grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures, whereas if you have lots of material and want to create value (relatively) quickly, make grand sculptures. However, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. The ratio of materials besides wood, work cost versus value added is so low that it isn't worth it.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel Production ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material Production ==&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102596</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102596"/>
		<updated>2022-04-16T23:21:33Z</updated>

		<summary type="html">&lt;p&gt;Justplay: Added some stubs for different types of money making guides. Filled in the guide for sculptures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are lots of ways to &amp;quot;make money&amp;quot; in RimWorld.  Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.  This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.&lt;br /&gt;
&lt;br /&gt;
In no particular order, options include:&lt;br /&gt;
* [[Money making guide/cash crops and drug production|Crops]], which can lead to drug production&lt;br /&gt;
* Animals, which can lead to textiles and Crafting&lt;br /&gt;
* Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items&lt;br /&gt;
* [[Human resources|Prisoners]], and how to make the most of them&lt;br /&gt;
* Loot, found after a raid - what to sell, what to melt&lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;Trading&amp;quot;, with visiting [[caravan]]s or by sending your own to neighboring outposts, and/or via an [[orbital trade beacon]], is an important part of economics, and a pawn with a high [[Social]] skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to &amp;quot;buy low, sell high&amp;quot; with the same items to different traders.  ''However'', some [[traders]] will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away.  10,000 silver in [[human leather]] is worthless if no one wants it, or if those who do have nothing you want.&lt;br /&gt;
&lt;br /&gt;
== Cash Crops ==&lt;br /&gt;
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.&lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some &amp;quot;drug&amp;quot; crops can be far more profitable if processed into an end product.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
== Drug Production ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[psychite tea]]&lt;br /&gt;
| 400&lt;br /&gt;
| 1.44&lt;br /&gt;
| 8&lt;br /&gt;
| .0036&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
Crafting goods is another way of making money. &lt;br /&gt;
&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| Other || x1.0&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).&lt;br /&gt;
&lt;br /&gt;
== Sculpture Production ==&lt;br /&gt;
The game encourages creating art for sale, as it is about 57% more profitable than all other items. Wood, is the only material that makes sense to build sculptures for profit in terms of value added per unit work. Small sculptures the highest value per material and lowest value per work, while grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures, whereas if you have lots of material and want to create value (relatively) quickly, make grand sculptures. However, be mindful that visiting traders may not have the silver to buy the most expensive large/grand sculptures, so you'd have to form a caravan of your own and go visiting, just like they do. The ratio of materials besides wood, work cost versus value added is so low that it isn't worth it.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600&lt;br /&gt;
| 33.3&lt;br /&gt;
| .00264&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000&lt;br /&gt;
| 57.36&lt;br /&gt;
| .00273&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500&lt;br /&gt;
| 339.5&lt;br /&gt;
| .00462&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|sortable c_24 text-center}}&lt;br /&gt;
! Quality !! Base [[Beauty]]&amp;lt;br&amp;gt;Modifier !! Base Value&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
| -10%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
| 50%&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
| 200%&lt;br /&gt;
| 125% (max +500)&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 300%&lt;br /&gt;
| 150% (max +1000)&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 500%&lt;br /&gt;
| 250% (max +2000)&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 800%&lt;br /&gt;
| 500% (max +3000)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Food Production ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apparel Production ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material Production ==&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtt7cubeyfws6cul&amp;topic_revId=wtt7cubeyfws6cul&amp;action=single-view</id>
		<title>Topic:Wtqslt3pta7bdrbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtt7cubeyfws6cul&amp;topic_revId=wtt7cubeyfws6cul&amp;action=single-view"/>
		<updated>2022-04-16T22:52:33Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Justplay&quot; class=&quot;mw-userlink&quot; title=&quot;User:Justplay&quot;&gt;&lt;bdi&gt;Justplay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Justplay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Justplay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Justplay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Justplay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;amp;topic_showPostId=wtt7cubeyfws6cul#flow-post-wtt7cubeyfws6cul&quot;&gt;commented&lt;/a&gt; on &quot;Renaming article&quot; (&lt;em&gt;Thanks, I&amp;#039;m new to this wiki.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtr03zvcugi6d0nh&amp;topic_revId=wtr03zvcugi6d0nh&amp;action=single-view</id>
		<title>Topic:Wtqslt3pta7bdrbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtr03zvcugi6d0nh&amp;topic_revId=wtr03zvcugi6d0nh&amp;action=single-view"/>
		<updated>2022-04-15T23:09:35Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Justplay&quot; class=&quot;mw-userlink&quot; title=&quot;User:Justplay&quot;&gt;&lt;bdi&gt;Justplay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Justplay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Justplay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Justplay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Justplay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;amp;topic_showPostId=wtr03zvcugi6d0nh#flow-post-wtr03zvcugi6d0nh&quot;&gt;commented&lt;/a&gt; on &quot;Renaming article&quot; (&lt;em&gt;Crafting is mostly good at saving money not making money, art is good at making money, and so is organ harvesting, but you need to have b...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtqzzjvsusrbsy31&amp;topic_revId=wtqzzjvsusrbsy31&amp;action=single-view</id>
		<title>Topic:Wtqslt3pta7bdrbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;topic_postId=wtqzzjvsusrbsy31&amp;topic_revId=wtqzzjvsusrbsy31&amp;action=single-view"/>
		<updated>2022-04-15T23:07:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Justplay&quot; class=&quot;mw-userlink&quot; title=&quot;User:Justplay&quot;&gt;&lt;bdi&gt;Justplay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Justplay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Justplay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Justplay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Justplay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtqslt3pta7bdrbh&amp;amp;topic_showPostId=wtqzzjvsusrbsy31#flow-post-wtqzzjvsusrbsy31&quot;&gt;commented&lt;/a&gt; on &quot;Renaming article&quot; (&lt;em&gt;I just made the money making guide page. I&amp;#039;m going to work on an art MMG. I come from the runescape.wiki and have a few MMG. You could al...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102509</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102509"/>
		<updated>2022-04-15T20:07:32Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Cash Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|destination=Money making guide|reason= Ease of accces and searching, aesthetics, no other money making guides exist and honestly the page is unlikely to get long enough to warrant a split and it can be split again at that point.}}&lt;br /&gt;
Cash crops are one way of making money. &lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
: **Keep in mind there is a trade modifier of 60% for selling, 140% for buying**&lt;br /&gt;
&lt;br /&gt;
=== Cash Crops ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil, including account rest time)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 20.86&lt;br /&gt;
| .696&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
=== Drug Production ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102508</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102508"/>
		<updated>2022-04-15T18:11:59Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Cash Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|destination=Money making guide|reason= Ease of accces and searching, aesthetics, no other money making guides exist and honestly the page is unlikely to get long enough to warrant a split and it can be split again at that point.}}&lt;br /&gt;
Cash crops are one way of making money. &lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
: **Keep in mind there is a trade modifier of 60% for selling, 140% for buying**&lt;br /&gt;
&lt;br /&gt;
=== Cash Crops ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Time to grow (in normal soil)&lt;br /&gt;
! Profit per day&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
| 11.3&lt;br /&gt;
| 1.285&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| .78&lt;br /&gt;
| .016&lt;br /&gt;
| 9.23&lt;br /&gt;
| .676&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
| 13.85&lt;br /&gt;
| .624&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
| 16.62&lt;br /&gt;
| .549&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
| 12.92&lt;br /&gt;
| .464&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
=== Drug Production ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102474</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102474"/>
		<updated>2022-04-14T19:26:55Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Cash Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|destination=Money making guide|reason= Ease of accces and searching, aesthetics, no other money making guides exist and honestly the page is unlikely to get long enough to warrant a split and it can be split again at that point.}}&lt;br /&gt;
Cash crops are one way of making money. &lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, [[psychoid plant]]s, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general [[medical]] purposes. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
* [[cloth]] can be bought for 1.5*1.4=2.1&lt;br /&gt;
* [[neutroamine]] can be bought for 6*1.4=8.4&lt;br /&gt;
* [[herbal medicine]] can be bought for 10*1.4=14&lt;br /&gt;
* [[medicine]] can be bought for 18*1.4=25.2&lt;br /&gt;
&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.&lt;br /&gt;
&lt;br /&gt;
: **Keep in mind there is a trade modifier of 60% for selling, 140% for buying**&lt;br /&gt;
&lt;br /&gt;
=== Cash Crops ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[corn]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 22&lt;br /&gt;
| .66&lt;br /&gt;
| .039&lt;br /&gt;
|-&lt;br /&gt;
| [[hay]]&lt;br /&gt;
| 170 &lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 18&lt;br /&gt;
| .36&lt;br /&gt;
| .0175&lt;br /&gt;
|-&lt;br /&gt;
| [[hops]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.3&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| [[smokeleaf]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
|-&lt;br /&gt;
| [[psychoid plant|psychoid]]&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
|-&lt;br /&gt;
| [[healroot]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop.&lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
=== Drug Production ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| [[beer]]&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint|joints]]&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| [[yayo]]&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| [[flake]]&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| [[go-juice]] (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| [[wake-up]]&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| [[penoxycyline]]&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| [[medicine]]&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102362</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102362"/>
		<updated>2022-04-11T22:02:33Z</updated>

		<summary type="html">&lt;p&gt;Justplay: /* Drug Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cash crops are one way of making money. &lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors effected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield(3,2,1...%) and also allows the most profitable cash crop, psychoid plants to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
cloth can be bought for 1.5*1.4=2.1&lt;br /&gt;
neutroamine can be bought for 6*1.4=8.4&lt;br /&gt;
herbal medicine can be bought for 10*1.4=14&lt;br /&gt;
medicine can be bought for 18*1.4=25.2&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided.&lt;br /&gt;
&lt;br /&gt;
**Keep in mind their is a trade modifier of 60% for selling, 140% for buying**&lt;br /&gt;
=== Cash Crops ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| hops&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.3&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| smokeleaf&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
|-&lt;br /&gt;
| psychoid&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
|-&lt;br /&gt;
| healroot&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. &lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a grower coupled with a drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at min priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
=== Drug Production ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| beer&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| joints&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| yayo&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| flake&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| go juice (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| wake up&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| penoxycycline&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| medicine&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| 7.2&lt;br /&gt;
| -.005&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102361</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=102361"/>
		<updated>2022-04-11T21:59:34Z</updated>

		<summary type="html">&lt;p&gt;Justplay: Created page with &amp;quot;Cash crops are one way of making money.   Plant work speed and harvest yield are two factors effected by skill level, manipulation, sight, and global work speed. It is crucial...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cash crops are one way of making money. &lt;br /&gt;
&lt;br /&gt;
Plant work speed and harvest yield are two factors effected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield(3,2,1...%) and also allows the most profitable cash crop, psychoid plants to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary. Plants level 4 is the minimum recommended level for this money making strategy.&lt;br /&gt;
&lt;br /&gt;
Note on medicine:&lt;br /&gt;
cloth can be bought for 1.5*1.4=2.1&lt;br /&gt;
neutroamine can be bought for 6*1.4=8.4&lt;br /&gt;
herbal medicine can be bought for 10*1.4=14&lt;br /&gt;
medicine can be bought for 18*1.4=25.2&lt;br /&gt;
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive.&lt;br /&gt;
Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided.&lt;br /&gt;
&lt;br /&gt;
**Keep in mind their is a trade modifier of 60% for selling, 140% for buying**&lt;br /&gt;
=== Cash Crops ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Work to sow&lt;br /&gt;
! Work to harvest&lt;br /&gt;
! Total work to grow&lt;br /&gt;
! Raw material per plant&lt;br /&gt;
! Raw material value (Selling)&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
|-&lt;br /&gt;
| hops&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.3&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| smokeleaf&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 9&lt;br /&gt;
| .96&lt;br /&gt;
| .0233&lt;br /&gt;
|-&lt;br /&gt;
| psychoid&lt;br /&gt;
| 170&lt;br /&gt;
| 200&lt;br /&gt;
| 370&lt;br /&gt;
| 8&lt;br /&gt;
| 1.14&lt;br /&gt;
| .024&lt;br /&gt;
|-&lt;br /&gt;
| healroot&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 1200&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| .005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. &lt;br /&gt;
&lt;br /&gt;
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a grower coupled with a drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at min priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).&lt;br /&gt;
&lt;br /&gt;
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.&lt;br /&gt;
&lt;br /&gt;
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.&lt;br /&gt;
&lt;br /&gt;
=== Drug Production ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Work to process&lt;br /&gt;
! Processed value added (selling)&lt;br /&gt;
! Money saved by producing and not selling&lt;br /&gt;
! Value added per unit work&lt;br /&gt;
! Money saved per unit work&lt;br /&gt;
|-&lt;br /&gt;
| beer&lt;br /&gt;
| 200&lt;br /&gt;
| 3.3&lt;br /&gt;
| 4.8&lt;br /&gt;
| .0165&lt;br /&gt;
| .0405&lt;br /&gt;
|-&lt;br /&gt;
| joints&lt;br /&gt;
| 450&lt;br /&gt;
| 2.76&lt;br /&gt;
| 4.4&lt;br /&gt;
| .0061&lt;br /&gt;
| .0159&lt;br /&gt;
|-&lt;br /&gt;
| yayo&lt;br /&gt;
| 350&lt;br /&gt;
| 3.48&lt;br /&gt;
| 8.4&lt;br /&gt;
| .0099&lt;br /&gt;
| .0339&lt;br /&gt;
|-&lt;br /&gt;
| flake&lt;br /&gt;
| 250&lt;br /&gt;
| 3.84&lt;br /&gt;
| 5.6&lt;br /&gt;
| .01536&lt;br /&gt;
| .03776&lt;br /&gt;
|-&lt;br /&gt;
| go juice (made yayo)&lt;br /&gt;
| 950&lt;br /&gt;
| -6&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.0063&lt;br /&gt;
| .016&lt;br /&gt;
|-&lt;br /&gt;
| go juice (bought yayo)&lt;br /&gt;
| 600&lt;br /&gt;
| -14.4&lt;br /&gt;
| 21.2&lt;br /&gt;
| -.024&lt;br /&gt;
| .0113&lt;br /&gt;
|-&lt;br /&gt;
| wake up&lt;br /&gt;
| 900&lt;br /&gt;
| 18.2&lt;br /&gt;
| 14&lt;br /&gt;
| .02&lt;br /&gt;
| .0357&lt;br /&gt;
|-&lt;br /&gt;
| penoxycycline&lt;br /&gt;
| 600&lt;br /&gt;
| 1.2&lt;br /&gt;
| 7.2&lt;br /&gt;
| .002&lt;br /&gt;
| .014&lt;br /&gt;
|- &lt;br /&gt;
| medicine&lt;br /&gt;
| 700&lt;br /&gt;
| -3.5&lt;br /&gt;
| -.005&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=87161</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=87161"/>
		<updated>2021-07-12T19:09:58Z</updated>

		<summary type="html">&lt;p&gt;Justplay: added a tactic/structure which enables leveraging short and long range weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.&lt;br /&gt;
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=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.&lt;br /&gt;
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[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]&lt;br /&gt;
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=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
 &lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
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[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
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&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
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Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
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&lt;br /&gt;
=== Walls ===&lt;br /&gt;
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An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.&lt;br /&gt;
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As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags, or funnel them through a chokepoint.&lt;br /&gt;
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Many layers can be raised as you expand. Initially it is faster to build with wood, but later on, they should be made of stone. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them, so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
'''Watch out for trapped animals''', which will attempt to break out if they are trapped inside without food, especially during winter when it becomes too cold to graze.&lt;br /&gt;
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=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
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However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
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==== Sandbags and Barricades ====&lt;br /&gt;
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Sandbags and barricades are very efficient when placed wisely. Their protection is inferior to walls (57% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from textiles (sandbags) or ordinary building material (barricades).&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
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==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
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==== Stone chunks ====&lt;br /&gt;
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Stone chunks are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.&lt;br /&gt;
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=== [[Spike trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
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Be aware that after subsequent game updates, you can no longer place deadfall traps adjacent to one another, as displayed below. &lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Deadfall traps.png|'''Traps in a narrow passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the &amp;quot;Cut plants&amp;quot; order to remove trees and &amp;quot;Haul&amp;quot; to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
&lt;br /&gt;
Attackers will destroy furniture if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; debuff.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with 57% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
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This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover.&lt;br /&gt;
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Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
* Restricted attack angle&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
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[[File:Sandbag_advanced_cover.png|300px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
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For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
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This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also take fewer hits from missed shots as they stand 1 tile away from each other.&lt;br /&gt;
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This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly farther away where defenders will fire diagonally at enemies.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
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While sandbags already give you an advantage over raiders in terms of cover (57% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
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Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
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Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the rock chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
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Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
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If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
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You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
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[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
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A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
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Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
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Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
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To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Cheap -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
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==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
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At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
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Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
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A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
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You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
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==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
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To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
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Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
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==== Burning floors ====&lt;br /&gt;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.&lt;br /&gt;
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=== Traps ===&lt;br /&gt;
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==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base (if you do, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials- if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[improvised turret]].&lt;br /&gt;
&lt;br /&gt;
In 1.1 all turrets received a great nerf to their firepower.&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing starting on 1.0, making relying on them more resource-intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Mini-turret ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== Autocannon ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== Uranium slug turret ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
*[[Smokepop belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as spike traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
&lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always to remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars can't be placed under roofs, so they're usually placed outdoors.  In which case, build [[shelf|shelves]] to hold the [[mortar shell]]s so they won't deteriorate. Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
The number of mortars needed depends on how they will be used.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary shell]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
It's best to double-wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&lt;br /&gt;
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File:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
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Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
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If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&lt;br /&gt;
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File:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.&lt;br /&gt;
==== Short-Range Killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
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*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
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==== Long-Rang Killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
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*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.&lt;br /&gt;
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.&lt;br /&gt;
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade. &lt;br /&gt;
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=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
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You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
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Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
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Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
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Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against humanlike enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
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It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
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=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
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Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
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=== Explosive weapons ===&lt;br /&gt;
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Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
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[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easiy. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
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Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
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=== Fire killbox ===&lt;br /&gt;
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Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
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Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling 'Keep open' then directing a colonist through them, or by building walls.&lt;br /&gt;
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They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
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== Situational ==&lt;br /&gt;
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=== Crashed ships ===&lt;br /&gt;
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It is vital to know Mechanoids' behavior:&lt;br /&gt;
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* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
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You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
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Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
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==== Preparation ====&lt;br /&gt;
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Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
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Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
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You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
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After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
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==== Cover ====&lt;br /&gt;
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Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
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Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== 'The Purifier' ===&lt;br /&gt;
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This is a powerful way to burn a massive [[infestation]] to a crisp.&lt;br /&gt;
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To start, build a medium-sized room (approx. 5x5) with double-thick stone walls, next to the infestation. Build wooden floors, and fill it with flammable objects such as wood. To save wood, build a cheap wooden item such as [[stool]]s, then deconstruct on the spot and forbid the wood. That way colonists won't haul whole stacks of wood to burn, wasting them. Another alternative is to use tainted clothing.&lt;br /&gt;
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After that, build a wood wall and wooden door between the room and the infestation and then dig a 1-wide tunnel towards the infestation. Finally, deconstruct the door and light up the wood. &lt;br /&gt;
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Once the temperatures rise so high that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning wood, making them unable to dig. Temperatures can rapidly reach 500℃ or above, broiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Justplay</name></author>
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