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− | {{Rewrite|reason=Account for new cleaning time factor}}{{infobox main|structure|
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| | name = Gold tile | | | name = Gold tile |
| | description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them. | | | description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them. |
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| == Analysis == | | == Analysis == |
− | Gold tiles are generally impractical for most colonies. Each tile adds {{icon small|silver||{{P|Market Value Base}}}} [[silver]] to colony [[Wealth management|Wealth]] and the beauty provided by each tile is significantly less, 5% or 10%, than the beauty provided by a [[sculpture]] of around the same value. Conversely, a single gold [[small sculpture]] uses the same amount of gold as {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} gold tiles but provides the [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} tiles at only Normal [[quality]]. Thus, the [[gold]] is much better used for other uses. | + | Gold tiles are generally impractical for most colonies. A normal [[quality]] gold [[sculpture]] provides a [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} gold tiles, for {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} tiles worth of gold. Creating [[silver]] or even [[marble]] sculptures is even more cost efficient than using gold. Gold tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. This is a rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent [[mental break]]s from occuring. |
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− | Theoretically however, there are two primary use cases for gold tile, namely general flooring and fine flooring for meeting the room requirements of [[noble]]s {{royaltyIcon}}.
| + | However, for any use of the floor, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], costs {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty, and has the same clean time, for only {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value. |
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− | === General flooring ===
| + | If you have infinite resources and have already reached the [[raid points]] cap (1 million [[wealth|storyteller wealth]] or 10000 raid points), then there's no reason ''not'' to use the statistically best floor whenever possible. Other floors can add to [[style]] dominance{{IdeologyIcon}}, but many buildings also contribute to style. |
− | Compared to other floors, they are the most beautiful by a large margin, but are extraordinarily expensive and add a massive amount of [[wealth management|Wealth]] to the colony. While it is an easy-to-defend way to improve area [[beauty]] and [[cleanliness]] as it cannot typically be destroyed without player intervention, their practical use as flooring is essentially limited to of player preference. As noted above it is vastly more more efficient to construct [[sculptures]] to improve [[room stats|room beauty]] in most circumstances.
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− | Like [[silver tile]]s, they technically could have merit for use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occuring at inopportune times, but where sculptures would be at risk of destruction. However, silver tiles are much more cost effective in this role, offering {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty for only {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value.
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− | === Fine flooring ===
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− | {{Royalty|No category}}
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− | {{see also|Fine floor}}
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− | Gold tiles do have advantages over [[fine carpets]] and [[fine stone tiles]]. Gold tiles offer significantly higher beauty than both ({{Q|Gold tile|Beauty}} vs {{Q|Fine carpet|Beauty}} and {{Q|fine stone tile|Beauty}} respectively), a [[cleanliness]] bonus, non-flammability, are significantly faster to construct, and only require a [[Skills#Construction|construction skill]] of 3 instead of 6. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get [[filth]]y. The cleanliness-improving effects are most important in very high-impressiveness rooms. Impressiveness values weight heavily towards the lowest stat, and aside from [[silver tile]] there are no other ways to improve a room's cleanliness while keeping it fine-floored.
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− | Also of note, the research required for gold tiles, [[Research#Smithing|Smithing]], is very important to game progression and is likely to be unlocked anyway. Fine stone tiles requires the similar vital [[Research#Stonecutting|Stonecutting]], but fine carpets requires [[Research#Carpet making|Carpet Making]] which will not be a priority in many
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− | However, their cost - both in terms of acquisition and effect on colony [[wealth management|colony wealth]] is significant - there is essentially no reason to use gold tiles over using the other alternatives and spending the remaining wealth or materials on [[sculptures]] to more than make up for the lost beauty and impressiveness. Even a relatively low skilled [[Skills#Artistic|artist]] can turn the surplus gold into sculptures of sufficient [[quality]] to improve the [[room stats]] beyond that of the gold tiles.
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− | This also holds true in comparison to the last fine floor, [[silver tile]]s. They are also similarly quick to lay, have the same cleanliness bonus, and require the same skill and research. While they have a lower beauty value of 5, silver tiles are much more cost effective, offering {{%|{{#expr:{{Q|Silver tile|Beauty Base}}/{{P|Beauty Base}} round 1}}}} of the beauty for only {{%|{{#expr:{{Q|Silver tile|Market Value Base}}/{{P|Market Value Base}} round 1}}}} of the market value
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| == Version history == | | == Version history == |
Gold tile
For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.
Base Stats
- Type
- Floor
- Market Value
- 705
- Beauty
- 11
- Flammability
- 0%
Building
- Size
- 1 × 1
- Placeable
- True
- Cleanliness
- +0.2
- Move Speed Factor
- 100%
Creation
- Required Research
- Smithing
- Skill Required
- Construction 3
- Work To Make
- 800 ticks (13.33 secs)
- Resources to make
- 70
- Deconstruct yield
- 35
Gold tile is one of several types of floor that can be constructed. It provides the most Beauty of any flooring type in-game, however, it is also the most expensive. For users of the Royalty DLC, it is considered a fine tile.
Gold tiles also have a 0.2 cleanliness value, and a cleaning time of only 60%.
Acquisition
Gold tiles can be constructed once the Smithing research project has been completed. Each tile requires 70 Gold, 800 ticks (13.33 secs) of work, and a Construction skill of 3.
Analysis
Gold tiles are generally impractical for most colonies. A normal quality gold sculpture provides a beauty of 20 gold tiles, for 7.1 tiles worth of gold. Creating silver or even marble sculptures is even more cost efficient than using gold. Gold tiles are non-flammable, cannot be destroyed by raiders, and do not take any space. This is a rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent mental breaks from occuring.
However, for any use of the floor, silver tile is a more practical choice. Silver is also a fine floor, costs 36% of the beauty, and has the same clean time, for only 10% of the market value.
If you have infinite resources and have already reached the raid points cap (1 million storyteller wealth or 10000 raid points), then there's no reason not to use the statistically best floor whenever possible. Other floors can add to style dominance, but many buildings also contribute to style.
Version history
- Floors
- Burned floors (Carpet, Straw matting, Wood floor, Bioferrite plate) • Concrete • Flagstones (Sandstone, Granite, Limestone, Slate, Marble) • Gold tile • Paved tile • Silver tile • Steel tile • Sterile tile • Straw matting • Wood floor • Fungal gravel • Hex tile • Spikecore plates • Totemic boards
- (research)
- Carpet • Stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Fine carpets • Fine stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Hex carpet • Mindbend carpet • Morbid carpet • Morbid stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Spikecore stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Totemic stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Bioferrite plate
- Floor coverings
- Animalist slab (Medium, Broad) • Morbid slab (Medium, Broad) • Rustic rug (Medium, Broad) • Spikecore floor-star (Medium, Broad) • Totemic slab (Medium, Broad)
- Related
- Bridge • Smooth stone • Void metal