Difference between revisions of "Wealth management"
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*23 scythers in 500% threat scale | *23 scythers in 500% threat scale | ||
− | A scyther is worth 150 combat points. Human raiders are worth anywhere from 35 to 150 points, depending on their gear level. A generic tribal is worth 35-60 points, while a well | + | :A scyther is worth 150 combat points. Human raiders are worth anywhere from 35 to 150 points, depending on their gear level. A generic tribal is worth 35-60 points, while a fairly well armed pirate is worth 90 points. A [[centipede]] is worth 400 combat points, or 2.66 scythers. |
− | The 1-2 scyther difference might seem small, but keep in mind that this is ''after'' reaching $100000 wealth. These 3 colonists are unlikely to handle 9 scythers, and defintely unable to beat 21 scythers. The more extreme the difficulty, the more wealth matters | + | The 1-2 scyther difference might seem small, but keep in mind that this is ''after'' reaching $100000 wealth. These 3 colonists are unlikely to handle 9 scythers, and defintely unable to beat 21 scythers. The more extreme the difficulty, the more wealth matters. For example, the same {{icon small|silver||20000}} could increase 5 scythers to 7, which ''is'' quite the large increase. |
=== Analysis === | === Analysis === |
Revision as of 21:24, 26 November 2022
This page is under construction. Information may be incomplete or incorrect, and the page may not be of the quality required for general use. Current workers: Harakoni (talk) Assistance is: Encouraged |
Wealth management is the practice of managing the wealth present in a colony to reduce the difficulty of the raids that it encounters.
Effect of wealth
Colony wealth is one of the key determining factors in determining the raid points available to the storyteller, both directly contributing raid points itself, and scaling the points added by each colonist.
"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ) |
"Storyteller Wealth" is linearly interpolated on a graph to create a "Wealth Points".
Graph | Points | Storyteller Wealth |
---|---|---|
0 | 0 | |
0 | 14,000 | |
2,400 | 400,000 | |
3,600 | 700,000 | |
4,200 | 1,000,000 |
Items on the ground that you can see are counted towards wealth. This includes any amount of corpses and their clothing, items dropped by sieges, but not items hidden inside an ancient danger.
Empirical testing
Due to rounding and other modifiers to raid size, including the type of raid, these numbers may not be entirely accurate.
A colony has 3 colonists and about $105000 wealth. For a scyther-only mechanoid raid, this is worth:
- 3 (~3.2) scythers in Strive to Survive (100% threat)
- 9 scythers in Losing is Fun (220% threat)
- 21 scythers in 500% threat scale
The same colony suddenly gains 1666 beer, worth just under 20000. For a scyther-only raid, this is worth:
- 4 scythers in Strive to Survive
- 10-11 scythers in Losing is Fun
- 23 scythers in 500% threat scale
- A scyther is worth 150 combat points. Human raiders are worth anywhere from 35 to 150 points, depending on their gear level. A generic tribal is worth 35-60 points, while a fairly well armed pirate is worth 90 points. A centipede is worth 400 combat points, or 2.66 scythers.
The 1-2 scyther difference might seem small, but keep in mind that this is after reaching $100000 wealth. These 3 colonists are unlikely to handle 9 scythers, and defintely unable to beat 21 scythers. The more extreme the difficulty, the more wealth matters. For example, the same 20000 could increase 5 scythers to 7, which is quite the large increase.
Analysis
While wealth is clearly a primary driver in the raid point scaling, the effect is often exaggerated and certain causes of wealth blamed unnecessarily. Put simply, it takes a significant amount of wealth to noticeably affect raid sizes and often it is colonist count and the normal scaling causing the actual problem.
That does not mean that wealth management is without merit - it just means that the gains must be considered objectively. E.g. Is a strategy requiring significant micromanagement worth it when it reduces raid size by one scyther?
Strategies
Wealth management strategies can be broken down into two general classes:
- Wealth control, or wealth minimization, where the intent is to control the total wealth accrued by purposefully reducing both the total wealth of the colony and the rate of accrual.
- Wealth investment, where wealth gain is not retarded in any way but instead steps are taken to ensure that sufficient wealth is reinvested into advancing the colony to keep up with advancing raid points.
For example, a colony without wealth management might mass-produce flake, sell it, and leave silver for later use. A wealth controlling colony might avoid growing psychoid all together, or limit its production. A wealth investing colony would create flake as needed, but use it to buy items like components and doomsday rocket launchers to better deal with the increased raid points.
WHEN CONSIDERING COST SAVINGS RELATE IT TO NUMBER OF SCYTHERS SAVED
Wealth control strategies
- Destroy items you do not need. Burn corpses and any useless weapons that raiders drop.
- Combine rooms into 1
Burning corpses and wooden bows, avoiding over production, combine rooms into one to save on the costs required for a given mood buff, and allowing excess items to deteriorate such as furs and leathers which can be rapidly accrued through hunting, or metals (in particular less useful ones such as jade or gold).
Wealth investment strategies
Buy doomsdays, neurotrainers, psylink neurformers, bricks, better weapons, Trade = investment but also = control - trade price improvement means your net wealth is always decreasing when you sell something for silver (unless you're selling buildings potentially) and always decreasing when you buy something with silver. So buying a doomsday for 200 silver mark up makes both reduces your total wealth by 200 but also improves your ability to defend the remaining wealth.
When bonded, persona weapons have no value, both for trade and for the purposes of raid points.