Difference between revisions of "Sell Price Multiplier"

From RimWorld Wiki
Jump to navigation Jump to search
m
m
Line 5: Line 5:
 
}}
 
}}
  
Sell price item is solely determined on the type of object:
+
An item's multiplier is solely determined on the type of item:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 16: Line 16:
 
| [[Weapons]] || x0.2
 
| [[Weapons]] || x0.2
 
|}  
 
|}  
The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value).
+
The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). These multipliers only apply for selling, not buying.
  
 
The multipliers make it more difficult to farm raids for profit, because weapons dropped by [[Death|dead]] enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is about 57% more profitable than regular constructed items.
 
The multipliers make it more difficult to farm raids for profit, because weapons dropped by [[Death|dead]] enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is about 57% more profitable than regular constructed items.
  
 
Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in [[Trade Price Improvement]]. These modifiers are unrelated to the Sell Price Multiplier, and applied independently.
 
Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in [[Trade Price Improvement]]. These modifiers are unrelated to the Sell Price Multiplier, and applied independently.

Revision as of 18:53, 22 January 2023

Sell Price Multiplier is a stat: A multiplier on the price at which you can sell items. Its default value is 100%.

An item's multiplier is solely determined on the type of item:

Type Factor
Furniture x0.7
Sculptures x1.1
Weapons x0.2

The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). These multipliers only apply for selling, not buying.

The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is about 57% more profitable than regular constructed items.

Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in Trade Price Improvement. These modifiers are unrelated to the Sell Price Multiplier, and applied independently.