Difference between revisions of "Market Value"

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(Removing redundant section. Thats exactly what the equation above says, it just assumes a different unit. Work time in Seconds x 0.216 = Work Time in Ticks x 0.0036)
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* ''W'' = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second).  Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
 
* ''W'' = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second).  Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
 
* ''Q'' = quality multiplier (see [[quality]])
 
* ''Q'' = quality multiplier (see [[quality]])
* ''H'' = health multiplier (only applies if the item has [[Deterioration|deteriorated]] past a certain point). This only seems to apply to certain items - [[weapons]], [[apparel]] and [[artificial body parts]] decrease in value, while [[materials]], [[medicine]] and [[drugs]] do not. The exact determining factor of whether an item will will drop in value as it deteriorates is currently unknown.  
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* ''H'' = health multiplier (only applies if the item has [[Deterioration|deteriorated]] past a certain point). This only seems to apply to certain items, as controlled by their XML definition.  See [[Deterioration]] for details.
  
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.

Revision as of 17:25, 4 March 2022

Market Value is a stat: The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors..

This graph shows dependence item sell price multiplier($) from item hit points.

If not explicitly specified, an item's market value defaults to a formula-determined value:

M = (I + W × 0.216) × Q × H

where

  • I = combined market value of all ingredients
  • W = work to make the item as displayed in the item information window, assuming 100% work speed; the game gives this value as in-game seconds at normal speed (60 game ticks per second). Note: 1,000 units of work correspond to one in-game day of uninterrupted work.
  • Q = quality multiplier (see quality)
  • H = health multiplier (only applies if the item has deteriorated past a certain point). This only seems to apply to certain items, as controlled by their XML definition. See Deterioration for details.

Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.

Version History

  • 1.1.2618 - Prices now only display decimals when under $10.