Difference between revisions of "Wealth"
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− | {{For|strategies on | + | {{For|strategies on limiting wealth|wealth management}} |
'''Wealth''' is a sum of the [[Market Value]] from your items, buildings, and pawns. A colony's total wealth can be viewed in the [[History]] tab and going to the [[History#Statistics|Statistics]] tab. It has a few impacts on the game. | '''Wealth''' is a sum of the [[Market Value]] from your items, buildings, and pawns. A colony's total wealth can be viewed in the [[History]] tab and going to the [[History#Statistics|Statistics]] tab. It has a few impacts on the game. | ||
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|"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) | |"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) | ||
|} | |} | ||
− | In practice, this just means that buildings count as half wealth for the purposes of raids | + | In practice, this just means that buildings placed on the ground count as half wealth for the purposes of raids. This "Storyteller Wealth" is then linearly interpolated on a graph to create "Wealth Points". |
{| class="wikitable" | {| class="wikitable" | ||
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Raid points are then multiplied by a number of other factors, the most important being [[difficulty]] - more specifically, the "threat scale" setting. A colony at 200% threat scale will double the raid points, meaning weath matters twice as much. | Raid points are then multiplied by a number of other factors, the most important being [[difficulty]] - more specifically, the "threat scale" setting. A colony at 200% threat scale will double the raid points, meaning weath matters twice as much. | ||
− | Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points points. At 100% threat with no other modifiers, this scyther would be worth {{icon small|silver}} | + | Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points points. At 100% threat with no other modifiers, this scyther would be worth {{icon small|silver}} 24 125 Storyteller Wealth. |
+ | |||
+ | The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, Storyteller Wealth increases linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]]. | ||
==Expectations== | ==Expectations== | ||
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|} | |} | ||
− | Conceited [[noble]]s{{RoyaltyIcon}} will ignore this expectation moodlet at higher titles - barons get a {{-|6}} ''Noble Exepectations'', while counts and higher get {{--|12} | + | Conceited [[noble]]s{{RoyaltyIcon}} will ignore this expectation moodlet at higher titles - barons get a {{--|6}} ''Noble Exepectations'', while counts and higher get {{--|12}} ''Royal Expectations''. The [[Ideoligion#Roles|Ideoligious Roles]]{{IdeologyIcon}} of [[Roles#Leader|leader]] and [[Roles#Moral guide|moral guide]] instead act as an ''offset'' to mood, acting as if they had expectations 2 levels higher. |
==Room stat== | ==Room stat== | ||
{{Main|Impressiveness}} | {{Main|Impressiveness}} | ||
Wealth is a room stat. The sum of all items, buildings, and walls in a room contributes towards wealth. Wealth has no impact on its own, but has an impact on [[Impressiveness]]. Certain [[room roles|types of rooms]] give positive [[mood]]lets if they are impressive, such as a ''Very impressive [[table|dining room]]'' or ''Extremely impressive [[bed|bedroom]]''. | Wealth is a room stat. The sum of all items, buildings, and walls in a room contributes towards wealth. Wealth has no impact on its own, but has an impact on [[Impressiveness]]. Certain [[room roles|types of rooms]] give positive [[mood]]lets if they are impressive, such as a ''Very impressive [[table|dining room]]'' or ''Extremely impressive [[bed|bedroom]]''. | ||
+ | |||
+ | ==Archonexus quest== | ||
+ | {{Ideology|section=1}} | ||
+ | {{Main|Endings#The Archonexus}} | ||
+ | A total colony wealth of $350,000 is required to accept the first part of The Archonexus quest. In exchange for your entire colony, you will get an archonexus map piece. Three map pieces are required in total, meaning you'll need 3 seperate colonies at this wealth threshold. You don't need to restart again for the third colony. | ||
+ | |||
+ | ==Analysis== | ||
+ | :''For strategies on limiting wealth, see [[wealth management]]. For strategies on increasing wealth, see [[money making guide]].'' | ||
+ | To put it simply, you shouldn't feel the need to micromanage wealth, even in Losing in Fun. Extreme forms of wealth management are only really required when playing in an extreme custom [[difficulties]]. Wealth scaling means that, as your colony becomes stronger, raids become stronger - a simple relationship. The expectations moodlets can be countered by placing [[sculpture]]s and making rooms more beautiful. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 15:23, 4 January 2023
Wealth is a sum of the Market Value from your items, buildings, and pawns. A colony's total wealth can be viewed in the History tab and going to the Statistics tab. It has a few impacts on the game.
Raids
Wealth is a key factor in determining the size of raids. Specfifically, a colony's entire wealth is converted into "Storyteller Wealth", as follows:
"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) |
In practice, this just means that buildings placed on the ground count as half wealth for the purposes of raids. This "Storyteller Wealth" is then linearly interpolated on a graph to create "Wealth Points".
Graph | Points | Storyteller Wealth |
---|---|---|
0 | 0 | |
0 | 14,000 | |
2,400 | 400,000 | |
3,600 | 700,000 | |
4,200 | 1,000,000 |
At 14,000 "Storyteller Wealth" there are "0 Wealth Points". At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by (2,400 - 0) / (400,000 - 14,000)
per wealth. This means that 1 raid point is worth ~ 160.83 wealth at this threshold.
Raid points are then multiplied by a number of other factors, the most important being difficulty - more specifically, the "threat scale" setting. A colony at 200% threat scale will double the raid points, meaning weath matters twice as much.
Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points points. At 100% threat with no other modifiers, this scyther would be worth 24 125 Storyteller Wealth.
The storyteller setting, Wealth-independent progress mode will make colony wealth have no impact on the game. Instead, Storyteller Wealth increases linearly over time, until reaching $1,000,000 wealth at the desired Years until maximum threat.
Expectations
Colony wealth directly impacts the mood and recreation gain of your colonists. The higher your wealth, the less innately happy a colonist will be.
Name | Mood | Wealth Limits | Recreation Tolerance Loss/Day |
Num. of Recommended Recreation Types |
---|---|---|---|---|
Extremely low expectations | +30 | 0 - 15,000 | 18% | 2 |
Very low expectations | +24 | 15,000 - 31,000 | 13% | 3 |
Low expectations | +18 | 31,000 - 81,000 | 11% | 3 |
Moderate expectations | +12 | 81,000 - 182,000 | 10% | 4 |
High expectations | +6 | 182,000 - 308,000 | 8% | 5 |
Sky-high expectations | 0 | 308,000 - 1,000,000,000 | 7% | 6 |
Elite expectations | −6 | High expectations as leader or moral guide | 7% | 6 |
Supreme expectations | −12 | Sky-high expectations as leader or moral guide | 7% | 6 |
Conceited nobles will ignore this expectation moodlet at higher titles - barons get a −6 Noble Exepectations, while counts and higher get −12 Royal Expectations. The Ideoligious Roles of leader and moral guide instead act as an offset to mood, acting as if they had expectations 2 levels higher.
Room stat
Wealth is a room stat. The sum of all items, buildings, and walls in a room contributes towards wealth. Wealth has no impact on its own, but has an impact on Impressiveness. Certain types of rooms give positive moodlets if they are impressive, such as a Very impressive dining room or Extremely impressive bedroom.
Archonexus quest
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
A total colony wealth of $350,000 is required to accept the first part of The Archonexus quest. In exchange for your entire colony, you will get an archonexus map piece. Three map pieces are required in total, meaning you'll need 3 seperate colonies at this wealth threshold. You don't need to restart again for the third colony.
Analysis
- For strategies on limiting wealth, see wealth management. For strategies on increasing wealth, see money making guide.
To put it simply, you shouldn't feel the need to micromanage wealth, even in Losing in Fun. Extreme forms of wealth management are only really required when playing in an extreme custom difficulties. Wealth scaling means that, as your colony becomes stronger, raids become stronger - a simple relationship. The expectations moodlets can be countered by placing sculptures and making rooms more beautiful.