Difference between revisions of "Money making guide"
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− | + | There are lots of ways of "'''making money'''" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options. | |
− | |||
− | + | In no particular order: | |
− | {| class="wikitable" | + | *[[Crop]]s, including [[cloth]] & [[drug]] production |
− | + | *[[Animal]]s, including [[textile]] crafting | |
− | + | *Construction, art and crafting. | |
+ | *[[Prisoner]]s, and their [[human resources]] | ||
+ | {{TOCright}} | ||
+ | ===Note on trading=== | ||
+ | There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary by a lot. At most, any [[faction base]] offers a +2% [[Trade Price Improvement]], resulting in both lower buying prices, and higher selling prices. But certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your [[human leather]]. | ||
+ | |||
+ | What's more important to note is the default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storyteller difficulty setting will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising [[Trade Price Improvement|TPI]]). | ||
+ | |||
+ | '''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of "actual" value.''' Difficulty impacts yields of most items, as well as the trade price disadvantage. If you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, and 350% more expensive in Losing is Fun. | ||
+ | |||
+ | ==Food Crops== | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | | | + | ! Crop |
+ | ! Total Work<br>(per plant){{ref label|Sow|1}} | ||
+ | ! Raw material<br>(per plant){{ref label|GrowYield|2}} | ||
+ | ! Market Value<br>(per plant) | ||
+ | ! Value<br>(per hour work) | ||
+ | ! Real days<br>to grow{{ref label|Fert|3}} | ||
+ | ! Profit/day<br>plant growth | ||
|- | |- | ||
− | | [[ | + | | [[Corn plant]] |
+ | | 370 ticks (Plants) | ||
+ | | {{icon small|corn}} 22 | ||
+ | | {{icon small|silver}} 24.2 | ||
+ | | {{icon small|silver}} 163.5 | ||
+ | | 20.86 days | ||
+ | | {{icon small|silver}} 0.696 | ||
|- | |- | ||
− | | [[ | + | | [[Haygrass]] |
+ | | 370 ticks (Plants) | ||
+ | | {{icon small|hay}} 18 | ||
+ | | {{icon small|silver}} 10.8 | ||
+ | | {{icon small|silver}} 73.0 | ||
+ | | 12.92 days | ||
+ | | {{icon small|silver}} 0.501 | ||
|- | |- | ||
− | | | + | | [[Rice plant]] |
+ | | 370 ticks (Plants) | ||
+ | | {{icon small|rice}} 6 | ||
+ | | {{icon small|silver}} 6.6 | ||
+ | | {{icon small|silver}} 44.6 | ||
+ | | 5.54 days | ||
+ | | {{icon small|silver}} 0.715 | ||
|} | |} | ||
− | + | :{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | |
− | + | :{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | |
− | + | :{{note label|Fert|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. | |
− | + | ---- | |
+ | [[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction | ||
+ | bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]]. | ||
− | + | [[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. It is also less efficient for work. [[Rice plant|Rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. Make sure not to sell food that you need to eat. When cooked into [[simple meal]]s or regular [[fine meal]]s, each colonist will eat an effective 20 raw food per day. | |
− | + | ===Product=== | |
+ | Raw food can be turned directly into sellable [[packaged survival meal]]s, [[pemmican]], and [[chemfuel]]. However, both packaged meals and pemmican require a source of [[meat]], meaning they will not be covered in the table below. Both haygrass and corn can be used to feed [[animal]]s, but most animals can graze in the summer (or all year, if the biome supports it). | ||
− | + | {|class="wikitable" | |
− | {|class="wikitable | ||
|- | |- | ||
− | ! | + | ! Product |
− | ! Work | + | ! Total Work |
− | ! | + | ! Cost |
− | ! | + | ! Market Value |
+ | ! Profit @ Corn<br>(per hr work) | ||
+ | ! Profit @ Human meat<br>(per hr work) | ||
|- | |- | ||
− | | [[ | + | | [[Chemfuel]] |
− | | | + | | 2500 ticks (no skill) |
− | | | + | | 3.5 nutrition (70 [[raw food]]) |
− | | . | + | | {{icon small|silver}} 80.5 |
+ | | < {{icon small|silver}} 0.01 | ||
+ | | {{icon small|silver}} 24.5 | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | + | ||
− | + | Corn-turned chemfuel in a [[biofuel refinery]] is barely profitable when compared to selling raw corn. You can use less desirable food, like [[human meat]] and [[insect meat]], though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into [[kibble]]. | |
+ | |||
+ | Chemfuel has its advantages: it is lighter and never rots. | ||
+ | |||
+ | ==Cash crops== | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | ! | + | ! Crop |
− | | | + | ! Planter Work<br>(per plant){{ref label|SowB|1}} |
− | | | + | ! Raw material<br>(per plant){{ref label|GrowYieldB|2}} |
+ | ! Market Value<br>(per plant) | ||
+ | ! Value<br>(per hr work) | ||
+ | ! Real days<br>to grow{{ref label|FertB|3}} | ||
+ | ! Profit/day<br>plant growth | ||
|- | |- | ||
− | + | | [[Cotton plant]] | |
− | | | + | | 370 ticks (Plants) |
− | | | + | | {{icon small|cloth}} 10 |
+ | | {{icon small|silver}} 15 | ||
+ | | {{icon small|silver}} 101.35 | ||
+ | | 14.77 days | ||
+ | | {{icon small|silver}} 1.02 | ||
|- | |- | ||
− | + | | [[Devilstrand mushroom|Devilstrand]] | |
− | | | + | | 600 ticks (Plants) |
− | | | + | | {{icon small|devilstrand}} 6 |
+ | | {{icon small|silver}} 33 | ||
+ | | {{icon small|silver}} 137.5 | ||
+ | | 41.54 days | ||
+ | | {{icon small|silver}} 0.794 | ||
|- | |- | ||
− | + | | [[Healroot]] | |
− | | | + | | 1200 ticks (Plants) |
− | | | + | | {{icon small|herbal medicine}} 1 |
+ | | {{icon small|silver}} 10 | ||
+ | | {{icon small|silver}} 20.83 | ||
+ | | 12.92 days | ||
+ | | {{icon small|silver}} 0.773 | ||
|- | |- | ||
− | + | | [[Hops]] | |
− | | | + | | 370 ticks (Plants) |
− | | | + | | {{icon small|hops}} 8 |
+ | | {{icon small|silver}} 10.4 | ||
+ | | {{icon small|silver}} 70.27 | ||
+ | | 9.23 days | ||
+ | | {{icon small|silver}} 1.127 | ||
|- | |- | ||
− | + | | [[Smokeleaf plant]] | |
− | | | + | | 370 ticks (Plants) |
− | | | + | | {{icon small|smokeleaf leaves}} 9 |
+ | | {{icon small|silver}} 14.4 | ||
+ | | {{icon small|silver}} 97.3 | ||
+ | | 12.92 days | ||
+ | | {{icon small|silver}} 1.115 | ||
|- | |- | ||
− | + | | [[Psychoid plant]] | |
− | | | + | | 370 ticks (Plants) |
− | | | + | | {{icon small|psychoid leaves}} 8 |
+ | | {{icon small|silver}} 15.2 | ||
+ | | {{icon small|silver}} 102.7 | ||
+ | | 16.62 days | ||
+ | | {{icon small|silver}} 0.914 | ||
|- | |- | ||
+ | | [[Ambrosia bush]]{{ref label|Ambrosia|4}} | ||
+ | | 200 ticks (Plants) | ||
+ | | {{icon small|ambrosia}} 4 | ||
+ | | {{icon small|silver}} 60 | ||
+ | | {{icon small|silver}} (750) | ||
+ | | N/A | ||
+ | | N/A | ||
|} | |} | ||
+ | :{{note label|SowB|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time. | ||
+ | :{{note label|GrowYieldB|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill). | ||
+ | :{{note label|FertB|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants. | ||
+ | :{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times. | ||
+ | ---- | ||
+ | Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in [[hydroponics]]. | ||
+ | |||
+ | Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event. | ||
+ | |||
+ | Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual. | ||
− | === | + | ==Drug Production== |
− | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
− | ! | + | ! Drug |
− | ! Work | + | ! Synthesis Work<br>(per plant) |
− | ! | + | ! Material<br>(per plant) |
− | ! Value | + | ! Market Value<br>(per plant) |
− | ! Value | + | ! Value<br>(per hr work total){{ref label|Total|1}} |
+ | ! class="unsortable"| | ||
+ | ! Added Value<br>(per plant) | ||
+ | ! Added Value<br>(per hr work) | ||
+ | ! Profit/day<br>plant growth | ||
+ | |- | ||
+ | |[[Beer]] | ||
+ | | 320 ticks (Cook){{ref label|Beer|2}} | ||
+ | | {{icon small|beer}} 1.6 | ||
+ | | {{icon small|silver}} 19.2 | ||
+ | | {{icon small|silver}} 69.56 | ||
+ | ! | ||
+ | | {{icon small|silver}} 8.8 | ||
+ | | {{icon small|silver}} 68.75 | ||
+ | | {{icon small|silver}} 2.086{{ref label|Ferm|3}} | ||
+ | |- | ||
+ | |[[Smokeleaf joint]] | ||
+ | | 1012.5 ticks (Cook) | ||
+ | | {{icon small|smokeleaf joint}} 2.25 | ||
+ | | {{icon small|silver}} 24.75 | ||
+ | | {{icon small|silver}} 46.22 | ||
+ | ! | ||
+ | | {{icon small|silver}} 10.35 | ||
+ | | {{icon small|silver}} 25.56 | ||
+ | | {{icon small|silver}} 1.916 | ||
+ | |- | ||
+ | | [[Psychite tea]] | ||
+ | | 800 ticks (Cook) | ||
+ | | {{icon small|psychite tea}} 2 | ||
+ | | {{icon small|silver}} 20 | ||
+ | | {{icon small|silver}} 42.73 | ||
+ | ! | ||
+ | | {{icon small|silver}} 2.4 | ||
+ | | {{icon small|silver}} 7.5 | ||
+ | | {{icon small|silver}} 1.316 | ||
+ | |- | ||
+ | | [[Flake]] | ||
+ | | 500 ticks (Intel.) | ||
+ | | {{icon small|flake}} 2 | ||
+ | | {{icon small|silver}} 28 | ||
+ | | {{icon small|silver}} 80.46 | ||
+ | ! | ||
+ | | {{icon small|silver}} 12.8 | ||
+ | | {{icon small|silver}} 64 | ||
+ | | {{icon small|silver}} 1.842 | ||
+ | |- | ||
+ | | [[Yayo]] | ||
+ | | 350 ticks (Intel.) | ||
+ | | {{icon small|yayo}} 1 | ||
+ | | {{icon small|silver}} 21 | ||
+ | | {{icon small|silver}} 72.92 | ||
+ | ! | ||
+ | | {{icon small|silver}} 5.8 | ||
+ | | {{icon small|silver}} 41.43 | ||
+ | | {{icon small|silver}} 1.381 | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | :{{note label|Total|1}} Combined work from both planting and synthesis. Controlled by [[Plant Work Speed]] and either [[Drug Cooking Speed]] (Cook) or [[Drug Synthesis Speed]] (Intel.). | ||
+ | :{{note label|Beer|2}} For beer, [[hops]] need to be converted into [[wort]], then put into a [[fermenting barrel]] to make beer. This extra hauling work is not accounted for. | ||
+ | :{{note label|Ferm|3}} Beer takes 6 days to ferment from wort in a fermenting barrel. Fermentation can be done concurrently with plant work, so this is ignored. | ||
+ | ---- | ||
+ | *'''Why Drugs?''' | ||
+ | Despite having a lower value/work ratio than their raw plants, drugs have several major advantages. | ||
+ | |||
+ | All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 1675 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to ''get more value from the same growing space''. | ||
+ | |||
+ | Creating drugs allows 2 pawns, perhaps with different skills and passions, to "work" at the same sized field at the same time. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. But even in a tropical rainforest, large fields can be difficult to protect from [[fire]], [[raiders]], and [[blight]] - not even considering walk distance. This shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. | ||
+ | |||
+ | The second advantage is logistic. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't. | ||
+ | |||
+ | *'''Drug Comparison''' | ||
+ | Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but [[hydroponics]] space is, then smokeleaf is the superior choice. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits. | ||
− | + | Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit. | |
− | |||
− | + | ===Neutroamine drugs=== | |
+ | Some drugs require [[neutroamine]], which can only be reliably obtained via trade. This is subject to the various [[Trade Price Improvement]]s, but under the default difficulty settings at 0% TPI, you buy at a x1.4 markup and sell at a x0.6 loss. Neutroamine is a finite resource at any one point in time, so you are often better off using it for the actual drugs | ||
− | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
− | ! | + | ! Drug |
− | ! Work | + | ! Synthesis Work<br> |
− | ! Value | + | ! Cost ({{icon small|silver}} @ 0% TPI){{ref label|Neutro|1}} |
− | ! | + | ! Market Value |
+ | ! Profit @ 0% TPI<br>(per drug) | ||
+ | ! Profit @ 0% TPI<br>(per hr work) | ||
+ | ! class="unsortable"| | ||
+ | ! Profit @ 30% TPI<br>(per drug){{ref label|TPI|2}} | ||
+ | ! Profit @ 30% TPI<br>(per hr work){{ref label|TPI|2}} | ||
+ | |- | ||
+ | |[[Penoxycyline]] | ||
+ | |600 ticks (Intel.) | ||
+ | |{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | ||
+ | |{{icon small|silver}} 18 | ||
+ | |{{icon small|silver}} {{--|6}} | ||
+ | |N/A | ||
+ | ! | ||
+ | |{{icon small|silver}} 2.28 | ||
+ | |{{icon small|silver}} 9.5 | ||
+ | |- | ||
+ | |[[Medicine]] | ||
+ | |900 ticks (Intel.) | ||
+ | |{{icon small|neutroamine}} 1 + {{icon small|cloth}} 3 + {{icon small|herbal medicine}} 1 <br>({{icon small|silver}} 8.4 bought + 14.5 other) | ||
+ | |{{icon small|silver}} 18 | ||
+ | |Never | ||
+ | |N/A | ||
+ | ! | ||
+ | |Never | ||
+ | |N/A | ||
+ | |- | ||
+ | |[[Go-juice]] | ||
+ | |600 ticks (Intel.) | ||
+ | |{{icon small|neutroamine}} 2 + {{icon small|yayo}} 1<br>({{icon small|silver}} 16.8 bought + 21 other) | ||
+ | |{{icon small|silver}} 53 | ||
+ | |{{icon small|silver}} 2.4 | ||
+ | |{{icon small|silver}} 10 | ||
+ | ! | ||
+ | |{{icon small|silver}} 13.2 | ||
+ | |{{icon small|silver}} 55 | ||
+ | |- | ||
+ | |[[Wake-up]] | ||
+ | |900 ticks (Intel.) | ||
+ | |{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8) | ||
+ | |{{icon small|silver}} 35 | ||
+ | |{{icon small|silver}} 4.2 | ||
+ | |{{icon small|silver}} 11.67 | ||
+ | ! | ||
+ | |{{icon small|silver}} 15.54 | ||
+ | |{{icon small|silver}} 43.17 | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | :{{note label|Neutro|1}} Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column). | ||
+ | :{{note label|TPI|2}} 30% [[Trade Price Improvement|TPI]] is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading [[inspiration]] (you may need to have multiple inspirations). You sell at x0.78 and buy at x0.98. | ||
+ | ---- | ||
+ | As the trade price disadvantage is increased for [[difficulties]] past Strive to Survive, all neutroamine drugs cease to become (very) profitable. | ||
+ | ==Apparel and Armchairs== | ||
+ | All the uses for [[cloth]] and other [[textile]]s. Both buildings and apparel have a [[quality]] value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the [[Quality]] page. For reference: you ''average'' normal quality at Crafting / Construction 6. You average good quality at Skill 13. | ||
− | + | For this comparison, each product is made out of [[cloth]]. | |
− | {| | + | {|class="wikitable" |
− | |||
|- | |- | ||
− | + | ! Product | |
+ | ! Total Work | ||
+ | ! Cost | ||
+ | ! Value @ Normal | ||
+ | ! Profit @ Normal<br>(per unit material) | ||
+ | ! Profit @ Normal<br>(per hr work) | ||
+ | ! class="unsortable"| | ||
+ | ! Value @ Good | ||
+ | ! Profit @ Good<br>(per unit material) | ||
+ | ! Profit @ Good<br>(per hr work) | ||
|- | |- | ||
− | | | + | | [[Tribalwear]] |
+ | | 1800 ticks (Craft) | ||
+ | | {{icon small|cloth}} 60 ({{icon small|silver}} 90) | ||
+ | | {{icon small|silver}} 97 | ||
+ | | {{icon small|silver}} 0.117 ({{+|7.7%}}) | ||
+ | | {{icon small|silver}} 9.72 | ||
+ | ! | ||
+ | | {{icon small|silver}} 121.25 | ||
+ | | {{icon small|silver}} 0.521 ({{+|34.7%}}) | ||
+ | | {{icon small|silver}} 43.4 | ||
|- | |- | ||
− | | | + | | [[Duster]] |
+ | | 10000 ticks (Craft) | ||
+ | | {{icon small|cloth}} 80 ({{icon small|silver}} 120) | ||
+ | | {{icon small|silver}} 156 | ||
+ | | {{icon small|silver}} 0.335 ({{+|22.3%}}) | ||
+ | | {{icon small|silver}} 9 | ||
+ | ! | ||
+ | | {{icon small|silver}} 195 | ||
+ | | {{icon small|silver}} 0.938 ({{+|62.5%}}) | ||
+ | | {{icon small|silver}} 18.75 | ||
|- | |- | ||
− | | | + | | [[Armchair]] |
+ | | 14000 ticks (Constr.) | ||
+ | | {{icon small|cloth}} 110 ({{icon small|silver}} 165) | ||
+ | | {{icon small|silver}} 150.5{{ref label|Build|1}} | ||
+ | | {{icon small|silver}} {{--|0.13}} ({{--|8.6%}}) | ||
+ | | {{icon small|silver}} {{--|2.59}} | ||
+ | ! | ||
+ | | {{icon small|silver}} 188.1{{ref label|Build|1}} | ||
+ | | {{icon small|silver}} 0.34 ({{+|22.8%}}) | ||
+ | | {{icon small|silver}} 4.13 | ||
|- | |- | ||
− | | | + | | [[Corset]]{{RoyaltyIcon}}<br>[[Formal vest]]{{RoyaltyIcon}} |
+ | | 12000 ticks (Craft) | ||
+ | | {{icon small|cloth}} 45 ({{icon small|silver}} 67.5) | ||
+ | | {{icon small|silver}} 111 | ||
+ | | {{icon small|silver}} 0.97 ({{+|64.7%}}) | ||
+ | | {{icon small|silver}} 9.06 | ||
+ | ! | ||
+ | | {{icon small|silver}} 166.5 | ||
+ | | {{icon small|silver}} 2.2 ({{+|146.6%}}) | ||
+ | | {{icon small|silver}} 14.84 | ||
|- | |- | ||
− | | | + | |} |
+ | :{{note label|Build|1}} All constructed buildings are sold at at x0.7 price, in addition to the regular [[Trade Price Improvement|TPI]] and [[difficulty]] penalties. This is reflected in the armchair's value and profit. | ||
+ | ---- | ||
+ | |||
+ | Dusters{{RimworldIcon}} or [[Corset]]s{{RoyaltyIcon}} / [[Formal vest]]s{{RoyaltyIcon}} are most valuable crafted items in terms of Profit/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality textiles to any traders that show up. Tribalwear is the polar opposite; best in $/work but worst in profit/material. If you have a lot of spare material but need extra money fast, then create those. In addition, tribalwear is more impacted by [[quality]] than the fancier clothing. | ||
+ | |||
+ | Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a ''much'' better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them. | ||
+ | |||
+ | ==Sculptures== | ||
+ | The game encourages creating art for sale, as it is about 57% more profitable than most constructed items. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures. | ||
+ | |||
+ | Small sculptures have the highest profit/material and lowestprofit/work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). 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. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards. | ||
+ | |||
+ | Also, be mindful that traders may not have enough silver/goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver. | ||
+ | |||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! Size | ||
+ | ! Work to process | ||
+ | ! Profit / Material | ||
+ | ! Profit / Work Hour | ||
+ | |- | ||
+ | | [[Small sculpture]] | ||
+ | | 12600 | ||
+ | | {{icon small|silver}} 0.88 | ||
+ | | {{icon small|silver}} 6.6 | ||
|- | |- | ||
− | | | + | | [[Large sculpture]] |
+ | | 21000 | ||
+ | | {{icon small|silver}} 0.76 | ||
+ | | {{icon small|silver}} 6.825 | ||
|- | |- | ||
+ | | [[Grand sculpture]] | ||
+ | | 73500 | ||
+ | | {{icon small|silver}} 0.6625 | ||
+ | | {{icon small|silver}} 11.55 | ||
|} | |} | ||
− | + | It is about 1/10th as profitable to make sculptures per unit work as to farm crops. | |
+ | |||
+ | == Ranching == | ||
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan! | Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan! | ||
Line 418: | Line 686: | ||
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient. | Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient. | ||
− | + | == Material Production == | |
(tbd) | (tbd) | ||
{{Nav/guides|wide}} | {{Nav/guides|wide}} | ||
− | [[Category: Guides]] | + | [[Category:Guides]] |
Revision as of 05:23, 12 January 2023
This page is under construction. Information may be incomplete or incorrect, and the page may not be of the quality required for general use. Assistance is: Encouraged |
There are lots of ways to "make money" in RimWorld. Depending on the strengths/weaknesses of your colony, its location and inhabitants, some might be more lucrative or attractive than others. Some might give more profit in the long term, but require more set-up time, or more labor. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.
In no particular order, options include:
- Crops, which can lead to drug production
- Animals, which can lead to textiles and Crafting
- Construction, often a byproduct of idle high-skill Constructors or unwanted lower-quality items
- Art or Crafted items, similar to construction
- Prisoners, and how to make the most of them
- Loot, found after a raid - what to sell, what to melt
Although "Trading", with visiting caravans or by sending your own to neighboring outposts, and/or via an orbital trade beacon, is an important part of economics, and a pawn with a high Social skill will get you the best prices, keep in mind that there is a base trade modifier of 60% for selling, 140% for buying, so you will not be able to "buy low, sell high" with the same items to different traders. However, some traders will only accept certain items in trade, so in that case, investing in something that is more widely accepted might be a way of turning something generally unwanted into something less valuable but that you can actually trade away. 10,000 silver in human leather is worthless if no one wants it, or if those who do want it have nothing you want.
Note: Producing things from gold and silver is best when someone has a high skill level and a creativity inspiration, as it improves the chances of getting a top-quality item. However, at the extreme high end, be cautious about creating a "white elephant", something so valuable that no trader or faction has the silver to purchase it and you're stuck with either trading it for a fraction of its value, or putting it in your Dining Room and cursing it every time you see it.
Food Production
Corn is the most profitable. It is actually more profitable than all the cash crops, but can't be turned into finished products, so the chain of profit making relies entirely on the grow cycle. Also, psychoid leaves are more valuable per material so it makes it easier to gather and haul. In terms of economics, hay is more nutrition per day but slightly less per unit work than corn, it should only be grown in limited growing season regions to feed livestock or even just once to lay down straw matting if work time is precious. It is usually better to grow faster growing crops when you don't have rich soil, so use rich soil for cash crops (especially corn) and regular soil for faster growing hay and fast growing cash crops (especially hops). Corn is still preferable to other low yield human edible crops in normal soil, but for subsistence in the early game rice is preferable in normal soil AND rich soil. Plants that can be grown in rocky soil (from best to worst in terms of fertility sensitivity): fibercorn(.1), nutrifungus(.15), potato plant(.4), haygrass(.6), hop plant(.7), and no other is well suited to rocky soil. Note: In the beginning of the game, 24 rice in normal soil is the minimum subsistence amount, so grow that along with all other crops being for profit! Hay can be planted in animal pens, set to not cut, and animals will eat it. Only when winter comes should you cut the hay. However, if there is limited time, corn and cash crops can be prioritized as it has much higher value for cutting.
Crop | Work to sow | Work to harvest | Total work to grow | Raw material per plant | Raw material value (Selling) | Value added per unit work | Time to grow (in normal soil, including account rest time) | Profit per day | Nutrition per day | Nutrition per unit work |
---|---|---|---|---|---|---|---|---|---|---|
corn plant | 170 | 200 | 370 | 22 | .66 | .039 | 20.86 | .696 | .0527 | .00297 |
haygrass | 170 | 200 | 370 | 18 | .36 | .0175 | 12.92 | .501 | .0697 | .0024 |
rice plant | 170 | 200 | 370 | 6 | .66 | .0107 | 5.54 | .715 | .05415 | .00081 |
You can also mass produce cooked meals as a means of condensing material to sell. Simple meals are the most profitable, both in terms of profit/resource and profit per unit work.
Note: Pemmican is good to keep around for people who are food poisoned so they can ingest discrete portions. Also, for long caravan journeys. It is a must for neolithic tech colonies. Note: Hay is the most nutrition/day crop. This means it can feed far more animals than other crops. Note: Meat should never be used to make simple meals and only hay should be used to make kibble.
Meal | Work to make | Raw material value (Selling) | Value added (selling) | Value added per unit work |
---|---|---|---|---|
Simple meal(Plant) | 300 | 6.6 | 2.4 | .008 |
Simple meal(Meat) | 300 | 12 | -3 | -.01 |
Fine meal | 450 | 9.9 | 2.1 | .0047 |
Lavish meal | 800 | 18.8 | 5.2 | .0065 |
Pemmican | 700 | 9.9 | 3.54 | .005 |
Kibble(hay) | 450 | 31.2 | 1.8 | .004 |
Cash Crops
Cash crops are the ultimate renewable resource, meaning they can be relied upon season over season.
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, psychoid plants, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general medical purposes. Plants level 4 is the minimum recommended level for this money making strategy.
Note on medicine:
- cloth can be bought for 1.5*1.4=2.1
- neutroamine can be bought for 6*1.4=8.4
- herbal medicine can be bought for 10*1.4=14
- medicine can be bought for 18*1.4=25.2
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive. Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.
Crop | Work to sow | Work to harvest | Total work to grow | Raw material per plant | Raw material value (Selling) | Value added per unit work | Time to grow (in normal soil, including account rest time) | Profit per day |
---|---|---|---|---|---|---|---|---|
hops | 170 | 200 | 370 | 8 | .78 | .016 | 9.23 | .676 |
smokeleaf | 170 | 200 | 370 | 9 | .96 | .0233 | 13.85 | .624 |
psychoid | 170 | 200 | 370 | 8 | 1.14 | .024 | 16.62 | .549 |
healroot | 800 | 400 | 1200 | 1 | 6 | .005 | 12.92 | .464 |
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity. Corn is the best cash crop without further processing, however some "drug" crops can be far more profitable if processed into an end product.
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.
Drug Production
Drug | Work to process | Processed value added (selling) | Money saved by producing and not selling | Value added per unit work | Money saved per unit work |
---|---|---|---|---|---|
psychite tea | 400 | 1.44 | 8 | .0036 | |
beer | 200 | 3.3 | 4.8 | .0165 | .0405 |
joints | 450 | 2.76 | 4.4 | .0061 | .0159 |
yayo | 350 | 3.48 | 8.4 | .0099 | .0339 |
flake | 250 | 3.84 | 5.6 | .01536 | .03776 |
go-juice (made yayo) | 950 | -6 | 21.2 | -.0063 | .016 |
go juice (bought yayo) | 600 | -14.4 | 21.2 | -.024 | .0113 |
wake-up | 900 | 18.2 | 14 | .02 | .0357 |
penoxycyline | 600 | 1.2 | 7.2 | .002 | .014 |
medicine | 700 | -3.5 | 7.2 | -.005 | .005 |
There are lots of ways of "making money" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options.
In no particular order:
- Crops, including cloth & drug production
- Animals, including textile crafting
- Construction, art and crafting.
- Prisoners, and their human resources
Note on trading
There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary by a lot. At most, any faction base offers a +2% Trade Price Improvement, resulting in both lower buying prices, and higher selling prices. But certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your human leather.
What's more important to note is the default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying. The Trade price disadvantage storyteller difficulty setting will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising TPI).
All values in this guide assume Strive to Survive difficulty, and use Market Value instead of "actual" value. Difficulty impacts yields of most items, as well as the trade price disadvantage. If you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, and 350% more expensive in Losing is Fun.
Food Crops
Crop | Total Work (per plant)[1] |
Raw material (per plant)[2] |
Market Value (per plant) |
Value (per hour work) |
Real days to grow[3] |
Profit/day plant growth |
---|---|---|---|---|---|---|
Corn plant | 370 ticks (Plants) | 22 | 24.2 | 163.5 | 20.86 days | 0.696 |
Haygrass | 370 ticks (Plants) | 18 | 10.8 | 73.0 | 12.92 days | 0.501 |
Rice plant | 370 ticks (Plants) | 6 | 6.6 | 44.6 | 5.54 days | 0.715 |
- 1 Time it takes to sow and then harvest. Directly reduced by Plant Work Speed. Does not account for travel/hauling time.
- 2 Assuming 100% harvest yield (difficulty stat) and 100% Plant Harvest Yield (pawn stat, impacted by Plants skill).
- 3 Time to grow, taking into account day/night cycles, but not sub-optimal light level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in hydroponics.
Corn is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by fire and blight.
Haygrass gives more nutrition/day than corn, but cannot be eaten by humans unless produced into kibble, which gives a −12 moodlet. It is also less efficient for work. Rice is good as a stable source of food, but is not efficient at all in terms of product / work. Make sure not to sell food that you need to eat. When cooked into simple meals or regular fine meals, each colonist will eat an effective 20 raw food per day.
Product
Raw food can be turned directly into sellable packaged survival meals, pemmican, and chemfuel. However, both packaged meals and pemmican require a source of meat, meaning they will not be covered in the table below. Both haygrass and corn can be used to feed animals, but most animals can graze in the summer (or all year, if the biome supports it).
Product | Total Work | Cost | Market Value | Profit @ Corn (per hr work) |
Profit @ Human meat (per hr work) |
---|---|---|---|---|---|
Chemfuel | 2500 ticks (no skill) | 3.5 nutrition (70 raw food) | 80.5 | < 0.01 | 24.5 |
Corn-turned chemfuel in a biofuel refinery is barely profitable when compared to selling raw corn. You can use less desirable food, like human meat and insect meat, though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into kibble.
Chemfuel has its advantages: it is lighter and never rots.
Cash crops
Crop | Planter Work (per plant)[1] |
Raw material (per plant)[2] |
Market Value (per plant) |
Value (per hr work) |
Real days to grow[3] |
Profit/day plant growth |
---|---|---|---|---|---|---|
Cotton plant | 370 ticks (Plants) | 10 | 15 | 101.35 | 14.77 days | 1.02 |
Devilstrand | 600 ticks (Plants) | 6 | 33 | 137.5 | 41.54 days | 0.794 |
Healroot | 1200 ticks (Plants) | 1 | 10 | 20.83 | 12.92 days | 0.773 |
Hops | 370 ticks (Plants) | 8 | 10.4 | 70.27 | 9.23 days | 1.127 |
Smokeleaf plant | 370 ticks (Plants) | 9 | 14.4 | 97.3 | 12.92 days | 1.115 |
Psychoid plant | 370 ticks (Plants) | 8 | 15.2 | 102.7 | 16.62 days | 0.914 |
Ambrosia bush[4] | 200 ticks (Plants) | 4 | 60 | (750) | N/A | N/A |
- 1 Time it takes to sow and then harvest. Directly reduced by Plant Work Speed. Does not account for travel/hauling time.
- 2 Assuming 100% harvest yield (difficulty stat) and 100% Plant Harvest Yield (pawn stat, impacted by Plants skill).
- 3 Time to grow, taking into account day/night cycles, but not sub-optimal light level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants.
- 4 Ambrosia bushes cannot be planted, only appearing from the event. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.
Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in hydroponics.
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water and requires no process work afterwards, but is limited to the event.
Cloth and devilstrand can be used as textiles for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking or Intellectual.
Drug Production
Drug | Synthesis Work (per plant) |
Material (per plant) |
Market Value (per plant) |
Value (per hr work total)[1] |
Added Value (per plant) |
Added Value (per hr work) |
Profit/day plant growth | |
---|---|---|---|---|---|---|---|---|
Beer | 320 ticks (Cook)[2] | 1.6 | 19.2 | 69.56 | 8.8 | 68.75 | 2.086[3] | |
Smokeleaf joint | 1012.5 ticks (Cook) | 2.25 | 24.75 | 46.22 | 10.35 | 25.56 | 1.916 | |
Psychite tea | 800 ticks (Cook) | 2 | 20 | 42.73 | 2.4 | 7.5 | 1.316 | |
Flake | 500 ticks (Intel.) | 2 | 28 | 80.46 | 12.8 | 64 | 1.842 | |
Yayo | 350 ticks (Intel.) | 1 | 21 | 72.92 | 5.8 | 41.43 | 1.381 |
- 1 Combined work from both planting and synthesis. Controlled by Plant Work Speed and either Drug Cooking Speed (Cook) or Drug Synthesis Speed (Intel.).
- 2 For beer, hops need to be converted into wort, then put into a fermenting barrel to make beer. This extra hauling work is not accounted for.
- 3 Beer takes 6 days to ferment from wort in a fermenting barrel. Fermentation can be done concurrently with plant work, so this is ignored.
- Why Drugs?
Despite having a lower value/work ratio than their raw plants, drugs have several major advantages.
All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 1675 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to get more value from the same growing space.
Creating drugs allows 2 pawns, perhaps with different skills and passions, to "work" at the same sized field at the same time. Certain biomes may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. But even in a tropical rainforest, large fields can be difficult to protect from fire, raiders, and blight - not even considering walk distance. This shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs.
The second advantage is logistic. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning caravans and transport pods can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.
- Drug Comparison
Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but hydroponics space is, then smokeleaf is the superior choice. If Psychite Refining has not been researched, then Beer (requires Beer Brewing) and smokeleaf (requires Drug Production to not be half speed) have their merits.
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the Rest each colonist needs. As calculated in psychite tea's analysis section, it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.
Neutroamine drugs
Some drugs require neutroamine, which can only be reliably obtained via trade. This is subject to the various Trade Price Improvements, but under the default difficulty settings at 0% TPI, you buy at a x1.4 markup and sell at a x0.6 loss. Neutroamine is a finite resource at any one point in time, so you are often better off using it for the actual drugs
Drug | Synthesis Work |
Cost ( @ 0% TPI)[1] | Market Value | Profit @ 0% TPI (per drug) |
Profit @ 0% TPI (per hr work) |
Profit @ 30% TPI (per drug)[2] |
Profit @ 30% TPI (per hr work)[2] | |
---|---|---|---|---|---|---|---|---|
Penoxycyline | 600 ticks (Intel.) | 2 ( 16.8) | 18 | −6 | N/A | 2.28 | 9.5 | |
Medicine | 900 ticks (Intel.) | 1 + 3 + 1 ( 8.4 bought + 14.5 other) |
18 | Never | N/A | Never | N/A | |
Go-juice | 600 ticks (Intel.) | 2 + 1 ( 16.8 bought + 21 other) |
53 | 2.4 | 10 | 13.2 | 55 | |
Wake-up | 900 ticks (Intel.) | 2 ( 16.8) | 35 | 4.2 | 11.67 | 15.54 | 43.17 |
- 1 Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column).
- 2 30% TPI is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading inspiration (you may need to have multiple inspirations). You sell at x0.78 and buy at x0.98.
As the trade price disadvantage is increased for difficulties past Strive to Survive, all neutroamine drugs cease to become (very) profitable.
Apparel and Armchairs
All the uses for cloth and other textiles. Both buildings and apparel have a quality value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the Quality page. For reference: you average normal quality at Crafting / Construction 6. You average good quality at Skill 13.
For this comparison, each product is made out of cloth.
Product | Total Work | Cost | Value @ Normal | Profit @ Normal (per unit material) |
Profit @ Normal (per hr work) |
Value @ Good | Profit @ Good (per unit material) |
Profit @ Good (per hr work) | |
---|---|---|---|---|---|---|---|---|---|
Tribalwear | 1800 ticks (Craft) | 60 ( 90) | 97 | 0.117 (+7.7%) | 9.72 | 121.25 | 0.521 (+34.7%) | 43.4 | |
Duster | 10000 ticks (Craft) | 80 ( 120) | 156 | 0.335 (+22.3%) | 9 | 195 | 0.938 (+62.5%) | 18.75 | |
Armchair | 14000 ticks (Constr.) | 110 ( 165) | 150.5[1] | −0.13 (−8.6%) | −2.59 | 188.1[1] | 0.34 (+22.8%) | 4.13 | |
Corset Formal vest |
12000 ticks (Craft) | 45 ( 67.5) | 111 | 0.97 (+64.7%) | 9.06 | 166.5 | 2.2 (+146.6%) | 14.84 |
- 1 All constructed buildings are sold at at x0.7 price, in addition to the regular TPI and difficulty penalties. This is reflected in the armchair's value and profit.
Dusters or Corsets / Formal vests are most valuable crafted items in terms of Profit/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality textiles to any traders that show up. Tribalwear is the polar opposite; best in $/work but worst in profit/material. If you have a lot of spare material but need extra money fast, then create those. In addition, tribalwear is more impacted by quality than the fancier clothing.
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a much better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.
Sculptures
The game encourages creating art for sale, as it is about 57% more profitable than most constructed items. Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.
Small sculptures have the highest profit/material and lowestprofit/work, while grand sculptures are the opposite (with large sculptures falling neatly in the middle). 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. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.
Also, be mindful that traders may not have enough silver/goods to buy the best large/grand sculptures. Even faction bases and orbital traders will run out of actual silver.
Size | Work to process | Profit / Material | Profit / Work Hour |
---|---|---|---|
Small sculpture | 12600 | 0.88 | 6.6 |
Large sculpture | 21000 | 0.76 | 6.825 |
Grand sculpture | 73500 | 0.6625 | 11.55 |
It is about 1/10th as profitable to make sculptures per unit work as to farm crops.
Ranching
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan!
Note that since this is designed to be a minimal-labor strategy, it may be necessary to exclude your colonists from pens containing harvestable animals. Additionally, this may make it more profitable to immediately sell a sick animal rather then spend labor and resources on helping it recover.
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
Material Production
(tbd)