Difference between revisions of "Gold tile"

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{{infobox main|structure|
+
{{Infobox main|structure
 
| name = Gold tile
 
| name = Gold tile
 +
| image = ground gold tile.png
 
| 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.
| image = ground gold tile.png|Gold tile
+
<!-- Base Stats -->
 
| type = Floor
 
| type = Floor
| type2 =  
+
| marketvalue = 705
| placeable = True
 
| deconstructable = true
 
| size = 1 ˣ 1
 
| speed = 1
 
 
| beauty = 11
 
| beauty = 11
 
| flammability = 0
 
| flammability = 0
 +
<!-- Building -->
 +
| size = 1 ˣ 1
 +
| placeable = True
 
| cleanliness = +0.2
 
| cleanliness = +0.2
 +
| cleaning time factor = 0.6
 +
| filth multiplier = 1
 +
| speed = 1
 +
<!-- Creation -->
 
| research = Smithing
 
| research = Smithing
 
| work to make = 800
 
| work to make = 800
 +
| skill 1 = Construction
 +
| skill 1 level = 3
 
| resource 1 = Gold
 
| resource 1 = Gold
 
| resource 1 amount = 70
 
| resource 1 amount = 70
| marketvalue = 705
+
| deconstructable = true
| skill 1 = Construction
+
<!-- Wiki -->
| skill 1 level = 3
 
 
| page verified for version = 1.3.3101
 
| page verified for version = 1.3.3101
 
}}
 
}}
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== Acquisition ==
 
== Acquisition ==
Gold 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}}.
+
{{Acquisition}}
  
 
==Summary==
 
==Summary==
Gold tiles gives {{+|11}} [[beauty]], the highest of any floor in the game, and has a [[Cleanliness]] of {{+|0.2}}. It also takes 60% the time to clean [[filth]]. They are not [[flammable]] and do not penalize walk speed.
+
Gold tiles gives {{+|{{P|Beauty Base}}}} [[beauty]], the highest of any floor in the game, and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.
  
 
Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}
 
Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}
  
 
== Analysis ==
 
== Analysis ==
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]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold.  
+
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]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are 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. The clean time also helps when dealing with blood.
 
 
Gold tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are 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. The clean time also helps when dealing with blood.
 
  
 
However, for any use of flooring, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{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. Even with 0% [[Trade Price Improvement]], you are better off just selling the gold and making silver tiles and statues.
 
However, for any use of flooring, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{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. Even with 0% [[Trade Price Improvement]], you are better off just selling the gold and making silver tiles and statues.
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* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
 
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
  
{{nav|floor|wide}}
+
{{Nav|floor|wide}}
 
[[Category:Floor]]
 
[[Category:Floor]]
 
[[Category:Fine floor]]
 
[[Category:Fine floor]]

Latest revision as of 11:57, 27 September 2024

Gold tile

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 Silver
Beauty
11
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleanliness
+0.2
Cleaning Time Multiplier
60%
Filth Multiplier
100%
Move Speed Factor
100%

Creation

Required Research
Smithing
Skill Required
Construction 3
Work To Make
800 ticks (13.33 secs)
Resources to make
Gold 70
Deconstruct yield
Gold 35

Gold tile is one of several types of floor that can be constructed.

Acquisition[edit]

Gold tiles can be crafted once the smithing research project has been completed. Each requires Gold 70 Gold, 800 ticks (13.33 secs) of work modified by the general labor speed of the crafter, and a construction skill of 3.

Summary[edit]

Gold tiles gives +11 beauty, the highest of any floor in the game, and has a cleanliness of +0.2. It also takes 60% the time to clean filth on it. It is not flammable and does not penalize walk speed.

Gold tiles also count as a fine floor for the purposes of nobles.Content added by the Royalty DLC

Analysis[edit]

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, marble, or even wood sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by raiders, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent mental breaks from occuring. The clean time also helps when dealing with blood.

However, for any use of flooring, silver tile is a more practical choice. Silver is also a fine floor, has the same clean time, and gives 36% of the beauty, for only 10% of the market value. Even with 0% Trade Price Improvement, you are better off just selling the gold and making silver tiles and statues.

For endgame colonies, gold tiles are the statistically best floor. Other floors can add to styleContent added by the Ideology DLC dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the raid points cap, then there's no reason not to use gold.

Version history[edit]