Difference between revisions of "Sculptures"

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<noinclude>{{Rewrite|reason=Total overhaul needed inc. Formatting, clarity, and independence from Small/Large/Grand Sculpture pages}}<noinclude><onlyinclude><includeonly>{{main|Sculptures}}
+
'''Sculptures''' are artistic [[buildings]] that typically have a high [[beauty]] stat. There are four types of traditional sculpture:
</includeonly>Sculptures are pieces of art that (hopefully) add beauty to any room they're in once they are installed. They are one of the most effective ways to improve a room's [[impressiveness]]. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market Value|market value]].  
 
  
== Construction ==
+
* [[Small sculpture]]
The [[Menus#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece.
+
* [[Large sculpture]]
 +
* [[Grand sculpture]]
 +
* [[Terror sculpture]] {{IdeologyIcon}}
  
Counter-intuitively, stone sculptures are not made from stone [[chunk]]s, but from multiple [[stone blocks]] at an [[art bench]], requiring an additional step of processing for those.
+
[[Cube sculpture]]s{{AnomalyIcon}} are identified as sculptures and do provide beauty, but have a number of unique mechanics. Their similarities to more traditional sculptures are also shared by any building in the game. As such they are not considered on this page.
  
=== Types of Sculptures ===
+
== Summary ==
Sculptures come in three sizes:
+
[[File:UnfinishedSculpture.png|left|thumb|Unfinished sculpture]]
* [[Small sculpture]]s, which are 1x1 and require 50 materials or 500 small volume materials (silver or gold).
+
All four sculptures are created from an [[art bench]] using {{Icon Small|stuff}} [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counterintuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
* [[Large sculpture]]s, which are 1x1 and require 100 materials or 1000 small volume materials (silver or gold).
 
* [[Grand sculpture]]s, which are 2x2 and require 400 materials or 4000 small volume materials (silver or gold). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only, yielding the same overall beauty per tile as four large sculptures.
 
On each individual page is a table detailing statistics on sculptures.
 
  
=== Usage ===
+
The sculptor's [[Artistic]] skill is the primary factor in determining the sculptures' [[quality]]. A sculptor cannot work on another sculptor's piece.
The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ; for example, both sculptures in the images below are titled "Blue Forest".
 
: <gallery widths="390px" heights="800px" class="center" mode="nolines">
 
File:Blue Forest.png
 
File:Blue Forest alt 1.png
 
</gallery>
 
</onlyinclude>
 
  
=== When and What To Use ===
+
The three sculptures in Core have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. [[Terror sculpture]]s do not increase beauty, but instead increase [[suppression]] of [[slave]]s.{{IdeologyIcon}}
  
The small sculpture has the highest work:material ratio (6 vs 5 vs 4.4); since the base value (before the quality modifier) is work + material, that gives 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.
+
All sculptures have a 1.1x [[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].  
  
If you're installing the sculptures to make a room impressive, it's worth noting that, in terms of beauty and wealth per tile, large and grand sculptures are equally efficient (1 grand is almost exactly the same as 4 large), but small sculptures are half as efficient (unfortunately, they can't occupy only half a tile).
+
All sculptures will have a name and story, like items of excellent or higher qualities. See [[#Story Generation]] below for more details.
  
The large sculpture is the best for bedrooms, as installing a 2x2 grand sculpture lowers the quality of the room by making it cramped.
+
The following table compares the four sculptures:
  
Sculptures should be installed in areas where pawns stay for a large amount of time, such as in research rooms, where your researcher will probably be sitting from dawn to dusk, in crafting rooms, while your crafters are on their fifth day trying to finish that set of [[power armor]], and in kitchens (especially in larger colonies, in which cooking will probably be a full time job). They should also be put in dining and recreation rooms, where rooms give a higher positive moodlet the higher the impressiveness of a room.
+
<div><li style="display: inline-table;">
 +
{| {{STDT| sortable c_24 text-center}}
 +
! Sculpture !! Size !! Materials !! Base Beauty<ref group="*" name="quality">Base values. Ignoring multipliers and offsets from materials or [[quality]].</ref> !! {{HP}}<ref group="*" name="quality" /> !! Work to make<ref group="*" name="quality" />
 +
|-
 +
! {{DLC Icons| {{#vardefineecho:art|Small sculpture}} }}
 +
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 +
|-
 +
! {{DLC Icons| {{#vardefineecho:art|Large sculpture}} }}
 +
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 +
|-
 +
! {{DLC Icons| {{#vardefineecho:art|Grand sculpture}} }}
 +
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 +
|-
 +
! {{DLC Icons| {{#vardefineecho:art|Terror sculpture}} }}
 +
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 +
|}
 +
</li></div>
 +
<references group="*"/>
 +
 
 +
=== Meditation ===
 +
{{Royalty|section=1}}
 +
Pawns with the ''Artistic'' [[Psycasts#Psyfocus|meditation]] focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].
 +
 
 +
The highest quality sculpture is the primary source of psyfocus:
 +
{| {{STDT| c_07 text-center}}
 +
! Quality
 +
! Awful
 +
! Poor
 +
! Normal
 +
! Good
 +
! Excellent
 +
! Masterwork
 +
! Legendary
 +
|-
 +
! Base Strength
 +
| +12%
 +
| +16%
 +
| +20%
 +
| +22%
 +
| +24%
 +
| +26%
 +
| +28%
 +
|}
 +
 
 +
The other, surrounding sculptures give a much smaller boost:
 +
{| {{STDT| c_07 text-center}}
 +
! Quality
 +
! Awful
 +
! Poor
 +
! Normal
 +
! Good
 +
! Excellent
 +
! Masterwork
 +
! Legendary
 +
|-
 +
! Strength Offset
 +
| +0%
 +
| +0%
 +
| +1%
 +
| +1%
 +
| +1%
 +
| +2%
 +
| +2%
 +
|}
 +
 
 +
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
 +
 
 +
== Analysis ==
 +
<onlyinclude>Sculptures can quickly increase the [[Impressiveness]] of a [[room]] through Wealth and Beauty, in addition to fulfilling the actual [[beauty|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
 +
* Dining room
 +
* Rec room
 +
* Bedroom (inc. Barrack, Prison Room)
 +
* Hospital
 +
* Throne room {{RoyaltyIcon}} & Ritual room {{IdeologyIcon}}
 +
 
 +
Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
 +
 
 +
Note that sculptures increase a ''room'''s beauty rating from anywhere inside, but will only fulfill the beauty ''need'' when in an 8-tile radius from a pawn.
 +
 
 +
=== Which sculpture to create ===
 +
An initial consideration is the material the sculpture is to be constructed from - some materials, namely {{#ask: [[Beauty Offset::>0.000001]]}}, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of {{Q|Jade|Beauty Factor}} and an offset of {{Q|Jade|Beauty Offset}}. As such a Jade grand sculpture would have a total beauty of ({{Q|Grand sculpture|Beauty Base}} × {{Q|Jade|Beauty Factor}}) + {{Q|Jade|Beauty Offset}} or {{#expr:{{Q|Grand sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}}}}. Conversely, the {{#expr: {{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}}} large sculptures you could construct with the same materials would have a total beauty of {{#expr:({{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}) * ({{Q|Large sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}})}}. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.
  
== Quality of Sculptures ==
+
Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest [[Market Value]] per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: [[quality]] is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of [[gold]] or [[silver]], are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.
=== Quality Table ===
+
 
 +
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.
 +
 
 +
Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have [[inspiration#inspired creativity|inspired creativity]], assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A [[gold]] grand sculpture costs {{Market Value Calculator|Grand sculpture|Gold|Normal}} {{Icon Small|Silver}} at Normal quality and {{Market Value Calculator|Grand sculpture|Gold|Legendary}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr:{{Market Value Calculator|Grand sculpture|Gold|Legendary}}-{{Market Value Calculator|Grand sculpture|Gold|Normal}}}} {{Icon Small|Silver}}. Four large sculptures would cost {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}} at Normal quality and {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}- 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}}.</onlyinclude>
 +
 
 +
If managing wealth, carefully consider how much beauty a sculpture gives for its wealth footprint. A legendary gold grand sculpture provides 12960 beauty, but only {{#expr: 12960/{{Market Value Calculator|Grand sculpture|Gold|Legendary}} round 2}} beauty per wealth. Weigh this against a legendary quality jade grand sculpture which provides {{#expr: 8080/{{Market Value Calculator|Grand sculpture|Jade|Legendary}} round 2}} beauty per wealth. Excellent quality marble grand sculpture are much easier to obtain and provide {{#expr: 1625/{{Market Value Calculator|Grand sculpture|Marble blocks|Excellent}} round 2}} beauty per wealth. For single tile sculptures, excellent quality marble large sculptures provide {{#expr: 410/{{Market Value Calculator|Large sculpture|Marble blocks|Excellent}} round 2}} beauty per wealth. Masterwork large and grand marble sculptures are negligibly close in beauty per wealth to their excellent counterpart.
 +
 
 +
== Material table ==
 +
'''Note:''' The table below assumes Normal quality. For the effect of other qualities, see the [[#Quality table|Quality table]] or the [[Quality]] page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.
 +
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_01 text-right}}
 +
! Sculptures
 +
! Material
 +
! data-sort-type="number" | Beauty
 +
! data-sort-type="number" | Work to Build
 +
! data-sort-type="number" | HP
 +
! data-sort-type="number" | Flamma&shy;bility
 +
! data-sort-type="number" | Market Value
 +
! Beauty<br>/Work
 +
! Beauty<br>/Value
 +
! Value<br>/Work
 +
! Value<br>/Material <!--
 +
-->{{#vardefine:multipleBuildings|true}}<!--
 +
-->{{#vardefine:workValueRatios|true}}<!--
 +
-->{{#vardefine:useWorkToMake|true}}<!--
 +
-->{{#vardefine:beautyFactor|1}}<!--
 +
SMALL SCULPTURE
 +
-->{{#vardefine:name        | Small sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}<!--
 +
LARGE SCULPTURE
 +
-->{{#vardefine:name        | Large sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}<!--
 +
GRAND SCULPTURE
 +
-->{{#vardefine:name        | Grand sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
== Quality table ==
 
{| {{STDT|sortable c_24 text-center}}
 
{| {{STDT|sortable c_24 text-center}}
! Quality !! Base Beauty Modifier !! Base Value Modifier
+
! Quality !! Base [[Beauty]]<br/>Modifier !! Base Value<br/>Modifier
 
|-
 
|-
!Awful
+
! Awful
 
| -10%
 
| -10%
 
| 50%
 
| 50%
 
|-
 
|-
!Poor
+
! Poor
 
| 50%
 
| 50%
 
| 75%
 
| 75%
 
|-
 
|-
!Normal
+
! Normal
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 
|-
 
|-
!Good
+
! Good
 
| 200%
 
| 200%
 
| 125% (max +500)
 
| 125% (max +500)
 
|-
 
|-
!Excellent
+
! Excellent
 
| 300%
 
| 300%
 
| 150% (max +1000)
 
| 150% (max +1000)
 
|-
 
|-
!Masterwork
+
! Masterwork
 
| 500%
 
| 500%
 
| 250% (max +2000)
 
| 250% (max +2000)
 
|-
 
|-
!Legendary
+
! Legendary
 
| 800%
 
| 800%
 
| 500% (max +3000)
 
| 500% (max +3000)
|-
 
 
|}
 
|}
  
The quality value-increase caps may also be considered in terms of the item's base value.  For example, since good quality gives +25% of base value capped at +500, that means the good-quality cap is hit on any item whose base value exceeds 2000.  The excellent-quality cap likewise hits when +50% base value = +1000 <--> base value = 2000 (again), while masterwork's cap hits at base value 1333, and legendary's cap at base value 750.  Thus, if, say, you keep legendary items and only care about the cap on lower-quality items, then don't make gold sculptures (even small gold sculpture = $5058), and for grand sculptures only use steel ($1138) or stone ($775-$850) or wood ($745).
+
== Story generation ==
 
+
{{Rewrite|reason=More precise description of how the story is put together. See RulePacks_Art_DescriptionsPhysical.xml and RulePacks_Art_Descriptions.xml|section=1}}
Here are the factors applied by each type of material:
 
 
 
{| {{STDT| sortable c_24 text-center}}
 
! Material !! Cost !! Work !! Beauty !! Max HP !! Flammability
 
|-
 
! [[Silver]]
 
| 10 || | 1 || | 2 +6 || | 0.7 || | 0.4
 
|-
 
! [[Gold]]
 
| 100 || | 0.9 || | 4 +20 || | 0.6 || | 0.4
 
|-
 
! [[Steel]]
 
| 1.9 || | 1 || | 1 || | 1 || | 0.4
 
|-
 
! [[Plasteel]]
 
| 9 || | 2.2 || | 1 || | 2.8 || | 0
 
|-
 
! [[Wood]]
 
| 1.2 || | 0.7 || | 1 || | 0.65 || | 1
 
|-
 
! [[Uranium]]
 
| 6 || | 1.9 || | 0.5 || | 2.5 || | 0
 
|-
 
! [[Jade]]
 
| 5 || | 1.4 || | 2.5 +10 || | 0.5 || | 0
 
|-
 
! [[Sandstone Blocks|Sandstone]]
 
| .9 || | 1.1 || | 1.1 || | 1.4 || | 0
 
|-
 
! [[Granite Blocks|Granite]]
 
| .9 || | 1.3 || | 1 || | 1.7 || | 0
 
|-
 
! [[Limestone Blocks|Limestone]]
 
| .9 || | 1.3 || | 1 || | 1.55 || | 0
 
|-
 
! [[Slate Blocks|Slate]]
 
| .9 || | 1.3 || | 1.1 || | 1.3 || | 0
 
|-
 
! [[Marble Blocks|Marble]]
 
| .9 || | 1.15 || | 1.35 +1 || | 1.2 || | 0
 
|}
 
 
 
For example, a large jade sculpture takes $500 in jade and 700 work time to make, has a (normal-quality) beauty of 260 (100 x 2.5 + 10), and has 75 HP.
 
 
 
=== Market Value Calculation ===
 
As of Alpha 17 through 1.1, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110%, making them valuable trade goods.
 
 
 
In 1.1, market value is computed as (market value of materials) + (work to make) * 0.216, and the result is multiplied by a quality factor given in the table below. (For example, steel's market price is $1.9, so a normal large sculpture has $190 in materials + (500 * 0.216 = 108) = $298.)  If the quality increases the value, the increase is capped by a number independent of the size of the sculpture, ranging from +500 for good-quality items to +3000 for legendary items (which in practice mostly matters for grand sculptures made with something more expensive than steel, and for gold sculptures).
 
 
 
The following table describes normal-quality steel sculptures.  Using other materials may multiply the beauty, max HP, and work-to-make by a factor (steel, the baseline, has a factor of 1), and also change the resulting market value.
 
 
 
{| {{STDT| sortable c_24 text-center}}
 
! Sculptures!! Size !! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material
 
|-
 
! [[Small sculpture|Small]]
 
| 1x1 || 50 || | 50 || | 90 || | 300 || | 159.8|| |0.1667 || |0.5327|| |3.196
 
|-
 
! [[Large sculpture|Large]]
 
| 1x1 || 100 || | 100 || | 150 || | 500 || | 298|| | 0.2 || |0.596|| |2.98
 
|-
 
! [[Grand sculpture|Grand]]
 
| 2x2 || 400 || | 400 || | 300 || | 1750 || | 1138 || | 0.2286|| | 0.6503|| |2.845
 
|}
 
 
 
 
 
== Story Generation ==
 
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
*A past event occurring in or to the colony (see below)
+
* A past event occurring in or to the colony (see below)
*A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
+
* A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
*A border to the art (e.g. "a triangular border")
+
* A border to the art (e.g. "a triangular border")
*A texture (e.g. "<i>insert texture example</i>")
+
* A texture (e.g. "''insert texture example''")
*A design style (e.g. "conveys a feeling of rage and happiness")
+
* A design style (e.g. "conveys a feeling of rage and happiness")
*A location (e.g. "in a town")
+
* A location (e.g. "in a town")
  
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
*killings
+
* killings
*drunkenness
+
* social fights
*vomiting
+
* drunkenness
*landing in drop pods
+
* vomiting
*artwork created
+
* landing in drop pods
*struck ore
+
* artwork created
*person captured
+
* struck ore
*person recruited
+
* person captured
*animal trained
+
* person recruited
*animal hunted
+
* animal trained
*surgery done
+
* animal hunted
*someone was on fire
+
* surgery done
*someone went psychotic
+
* someone was on fire
*someone [[Mood#Mental Breakdowns|gave up]]
+
* someone went psychotic
 +
* someone [[Mood#Mental Breakdowns|gave up]]
  
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
+
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions
  
== Version History ==
+
== Version history ==
* [[Version/0.9.722|0.9.722]] - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
+
* [[Version/0.9.722|0.9.722]] - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
  
[[Category:Art]]
+
{{Nav|furniture|wide}}
[[Category:Furniture]]
+
[[Category:Furniture|#Sculptures]]
<noinclude>
 
{{nav|furniture|wide}}
 

Latest revision as of 06:13, 14 September 2024

Sculptures are artistic buildings that typically have a high beauty stat. There are four types of traditional sculpture:

Cube sculpturesContent added by the Anomaly DLC are identified as sculptures and do provide beauty, but have a number of unique mechanics. Their similarities to more traditional sculptures are also shared by any building in the game. As such they are not considered on this page.

Summary[edit]

Unfinished sculpture

All four sculptures are created from an art bench using Stuff Wood, Stony, or Metallic ingredients. Counterintuitively, stone sculptures are not made from stone chunks, but from stone blocks.

The sculptor's Artistic skill is the primary factor in determining the sculptures' quality. A sculptor cannot work on another sculptor's piece.

The three sculptures in Core have a high beauty rating, which depends on the sculpture size, material, and quality. Terror sculptures do not increase beauty, but instead increase suppression of slaves.Content added by the Ideology DLC

All sculptures have a 1.1x Sell Price Multiplier, making them sell for more when compared to other items of the same market value.

All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.

The following table compares the four sculptures:

  • Sculpture Size Materials Base Beauty[* 1] HP[* 1] Work to make[* 1]
    Small sculpture 1 × 1 Stuff 50 Stuff (Metallic/Woody/Stony, 500 for SMVs) 50 90 18,000 ticks (5 mins)
    Large sculpture 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony, 1000 for SMVs) 100 150 30,000 ticks (8.33 mins)
    Grand sculpture 2 × 2 Stuff 400 Stuff (Metallic/Woody/Stony, 4000 for SMVs) 400 300 105,000 ticks (29.17 mins)
    Terror sculpture Content added by the Ideology DLC 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony, 1000 for SMVs) -5 150 30,000 ticks (8.33 mins)
    1. 1.0 1.1 1.2 Base values. Ignoring multipliers and offsets from materials or quality.

    Meditation[edit]

    Pawns with the Artistic meditation focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or Ascetic.

    The highest quality sculpture is the primary source of psyfocus:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Base Strength +12% +16% +20% +22% +24% +26% +28%

    The other, surrounding sculptures give a much smaller boost:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Strength Offset +0% +0% +1% +1% +1% +2% +2%

    The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.

    Analysis[edit]

    Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:

    • Dining room
    • Rec room
    • Bedroom (inc. Barrack, Prison Room)
    • Hospital
    • Throne room Content added by the Royalty DLC & Ritual room Content added by the Ideology DLC

    Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.

    Note that sculptures increase a room's beauty rating from anywhere inside, but will only fulfill the beauty need when in an 8-tile radius from a pawn.

    Which sculpture to create[edit]

    An initial consideration is the material the sculpture is to be constructed from - some materials, namely Gold, Marble blocks, Silver, Jade, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of 2.5 and an offset of 10. As such a Jade grand sculpture would have a total beauty of (400 × 2.5) + 10 or 1010. Conversely, the 4 large sculptures you could construct with the same materials would have a total beauty of 1040. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.

    Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest Market Value per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: quality is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of gold or silver, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.

    Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.

    Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have inspired creativity, assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A gold grand sculpture costs 40340 Silver at Normal quality and 43340 Silver at Legendary quality, an increase of 3000 Silver. Four large sculptures would cost 40380 Silver at Normal quality and 52380 Silver at Legendary quality, an increase of 12000 Silver.

    If managing wealth, carefully consider how much beauty a sculpture gives for its wealth footprint. A legendary gold grand sculpture provides 12960 beauty, but only 0.3 beauty per wealth. Weigh this against a legendary quality jade grand sculpture which provides 1.46 beauty per wealth. Excellent quality marble grand sculpture are much easier to obtain and provide 1.37 beauty per wealth. For single tile sculptures, excellent quality marble large sculptures provide 1.28 beauty per wealth. Masterwork large and grand marble sculptures are negligibly close in beauty per wealth to their excellent counterpart.

    Material table[edit]

    Note: The table below assumes Normal quality. For the effect of other qualities, see the Quality table or the Quality page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.

  • Sculptures Material Beauty Work to Build HP Flamma­bility Market Value Beauty
    /Work
    Beauty
    /Value
    Value
    /Work
    Value
    /Material
    Small sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 12 045,000 ticks (12.5 mins) 180 75% 200 Silver 0 0.06 0.004 4
    Small sculpture Gold Gold 220 016,200 ticks (4.5 mins) 54 40% 5,060 Silver 0.014 0.043 0.312 10.12
    Small sculpture Granite blocks Granite blocks 50 023,400 ticks (6.5 mins) 153 0% 129 Silver 0.002 0.388 0.006 2.58
    Small sculpture Limestone blocks Limestone blocks 50 023,400 ticks (6.5 mins) 140 0% 129 Silver 0.002 0.388 0.006 2.58
    Small sculpture Marble blocks Marble blocks 68 020,700 ticks (5.75 mins) 108 0% 120 Silver 0.003 0.567 0.006 2.4
    Small sculpture Plasteel Plasteel 50 039,600 ticks (11 mins) 252 0% 595 Silver 0.001 0.084 0.015 11.9
    Small sculpture Sandstone blocks Sandstone blocks 55 019,800 ticks (5.5 mins) 126 0% 116 Silver 0.003 0.474 0.006 2.32
    Small sculpture Silver Silver 106 018,000 ticks (5 mins) 63 40% 565 Silver 0.006 0.188 0.031 1.13
    Small sculpture Slate blocks Slate blocks 55 023,400 ticks (6.5 mins) 117 0% 129 Silver 0.002 0.426 0.006 2.58
    Small sculpture Steel Steel 50 018,000 ticks (5 mins) 90 40% 160 Silver 0.003 0.313 0.009 3.2
    Small sculpture Jade Jade 135 025,200 ticks (7 mins) 45 0% 340 Silver 0.005 0.397 0.013 6.8
    Small sculpture Uranium Uranium 25 034,200 ticks (9.5 mins) 225 0% 425 Silver 0.001 0.059 0.012 8.5
    Small sculpture Wood Wood 50 012,600 ticks (3.5 mins) 59 100% 105 Silver 0.004 0.476 0.008 2.1
    Large sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 25 075,000 ticks (20.83 mins) 300 75% 345 Silver 0 0.072 0.005 3.45
    Large sculpture Gold Gold 420 027,000 ticks (7.5 mins) 90 40% 10,095 Silver 0.016 0.042 0.374 10.095
    Large sculpture Granite blocks Granite blocks 100 039,000 ticks (10.83 mins) 255 0% 230 Silver 0.003 0.435 0.006 2.3
    Large sculpture Limestone blocks Limestone blocks 100 039,000 ticks (10.83 mins) 233 0% 230 Silver 0.003 0.435 0.006 2.3
    Large sculpture Marble blocks Marble blocks 136 034,500 ticks (9.58 mins) 180 0% 215 Silver 0.004 0.633 0.006 2.15
    Large sculpture Plasteel Plasteel 100 066,000 ticks (18.33 mins) 420 0% 1,140 Silver 0.002 0.088 0.017 11.4
    Large sculpture Sandstone blocks Sandstone blocks 110 033,000 ticks (9.17 mins) 210 0% 210 Silver 0.003 0.524 0.006 2.1
    Large sculpture Silver Silver 206 030,000 ticks (8.33 mins) 105 40% 1,110 Silver 0.007 0.186 0.037 1.11
    Large sculpture Slate blocks Slate blocks 110 039,000 ticks (10.83 mins) 195 0% 230 Silver 0.003 0.478 0.006 2.3
    Large sculpture Steel Steel 100 030,000 ticks (8.33 mins) 150 40% 300 Silver 0.003 0.333 0.01 3
    Large sculpture Jade Jade 260 042,000 ticks (11.67 mins) 75 0% 650 Silver 0.006 0.4 0.015 6.5
    Large sculpture Uranium Uranium 50 057,000 ticks (15.83 mins) 375 0% 805 Silver 0.001 0.062 0.014 8.05
    Large sculpture Wood Wood 100 021,000 ticks (5.83 mins) 98 100% 196 Silver 0.005 0.51 0.009 1.96
    Grand sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 100 262,500 ticks (72.92 mins) 600 75% 1,245 Silver 0 0.08 0.005 3.113
    Grand sculpture Gold Gold 1620 094,500 ticks (26.25 mins) 180 40% 40,340 Silver 0.017 0.04 0.427 10.085
    Grand sculpture Granite blocks Granite blocks 400 136,500 ticks (37.92 mins) 510 0% 850 Silver 0.003 0.471 0.006 2.125
    Grand sculpture Limestone blocks Limestone blocks 400 136,500 ticks (37.92 mins) 465 0% 850 Silver 0.003 0.471 0.006 2.125
    Grand sculpture Marble blocks Marble blocks 541 120,750 ticks (33.54 mins) 360 0% 795 Silver 0.004 0.681 0.007 1.988
    Grand sculpture Plasteel Plasteel 400 231,000 ticks (64.17 mins) 840 0% 4,430 Silver 0.002 0.09 0.019 11.075
    Grand sculpture Sandstone blocks Sandstone blocks 440 115,500 ticks (32.08 mins) 420 0% 775 Silver 0.004 0.568 0.007 1.938
    Grand sculpture Silver Silver 806 105,000 ticks (29.17 mins) 210 40% 4,380 Silver 0.008 0.184 0.042 1.095
    Grand sculpture Slate blocks Slate blocks 440 136,500 ticks (37.92 mins) 390 0% 850 Silver 0.003 0.518 0.006 2.125
    Grand sculpture Steel Steel 400 105,000 ticks (29.17 mins) 300 40% 1,140 Silver 0.004 0.351 0.011 2.85
    Grand sculpture Jade Jade 1010 147,000 ticks (40.83 mins) 150 0% 2,530 Silver 0.007 0.399 0.017 6.325
    Grand sculpture Uranium Uranium 200 199,500 ticks (55.42 mins) 750 0% 3,120 Silver 0.001 0.064 0.016 7.8
    Grand sculpture Wood Wood 400 073,500 ticks (20.42 mins) 195 100% 745 Silver 0.005 0.537 0.01 1.863
  • Quality table[edit]

    Quality Base Beauty
    Modifier
    Base Value
    Modifier
    Awful -10% 50%
    Poor 50% 75%
    Normal 100% 100%
    Good 200% 125% (max +500)
    Excellent 300% 150% (max +1000)
    Masterwork 500% 250% (max +2000)
    Legendary 800% 500% (max +3000)

    Story generation[edit]

    Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:

    • A past event occurring in or to the colony (see below)
    • A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
    • A border to the art (e.g. "a triangular border")
    • A texture (e.g. "insert texture example")
    • A design style (e.g. "conveys a feeling of rage and happiness")
    • A location (e.g. "in a town")

    The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:

    • killings
    • social fights
    • drunkenness
    • vomiting
    • landing in drop pods
    • artwork created
    • struck ore
    • person captured
    • person recruited
    • animal trained
    • animal hunted
    • surgery done
    • someone was on fire
    • someone went psychotic
    • someone gave up

    Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions

    Version history[edit]

    • 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
    • 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.