Difference between revisions of "Money making guide"
(→Furniture production: Added table for value added for armchair) |
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=== Furniture production === | === Furniture production === | ||
− | [[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. | + | [[Armchair]]s are the most profitable, and a good way to use [[textiles]] that have no use for protective [[apparel]]. If you have a good builder and no good crafter it might make more sense to use the textile for armchairs, but remember that furniture has an additional .7x multiplier for sale. |
+ | |||
+ | Note: All materials have the same value added per unit work. | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! Furniture | ||
+ | ! Work to make | ||
+ | ! Raw material per | ||
+ | ! Value added (Selling) | ||
+ | ! Value added per unit work | ||
+ | |- | ||
+ | | [[Armchair]] | ||
+ | | 14000 | ||
+ | | 110 | ||
+ | | 21 | ||
+ | | .0015 | ||
+ | |} | ||
=== Apparel Production === | === Apparel Production === |
Revision as of 15:10, 17 April 2022
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.
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 |
---|---|---|---|---|---|---|---|---|
corn | 170 | 200 | 370 | 22 | .66 | .039 | 20.86 | .696 |
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 |
Creating bulk goods
Creating goods is another way of making money. Often this is incidental, as your Constructors/Crafters/Artists create low-quality efforts that you'd prefer to sell than to use.
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.
Type | Factor |
---|---|
Furniture | x0.7 |
Sculptures | x1.1 |
Weapons | x0.2 |
Other | x1.0 |
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 more profitable than all other items. The default value for all other items (including materials, food, apparel etc) is 1 (100% market value).
Sculpture Production
The game encourages creating art for sale, as it is about 57% more profitable than any other similarly created item. 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 value per material and lowest value-added per 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 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.
Note: It is about 1/10th as profitable to make sculptures per unit work as to farm.
Size | Work to process | Processed value added (selling) | Value added per unit work |
---|---|---|---|
Small sculpture | 12600 | 33.3 | .00264 |
Large sculpture | 21000 | 57.36 | .00273 |
Grand sculpture | 73500 | 339.5 | .00462 |
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) |
Furniture production
Armchairs are the most profitable, and a good way to use textiles that have no use for protective apparel. If you have a good builder and no good crafter it might make more sense to use the textile for armchairs, but remember that furniture has an additional .7x multiplier for sale.
Note: All materials have the same value added per unit work.
Furniture | Work to make | Raw material per | Value added (Selling) | Value added per unit work |
---|---|---|---|---|
Armchair | 14000 | 110 | 21 | .0015 |
Apparel Production
Quality effects market value. When making armor it's best to use the best material: plasteel, uranium, steel, wood. The added value is higher than the extra work to make.
Dusters are the most profitable.
Quality | Armor Factor |
Insulation Factor |
Market Value | Max Market Value Gain | Deterioration Rate | Beauty |
---|---|---|---|---|---|---|
Awful | 0.6 | 0.8 | 0.5 | - | 2 | -0.1 |
Poor | 0.8 | 0.9 | 0.75 | - | 1.5 | 0.5 |
Normal | 1.0 | 1.0 | 1.0 | - | 1 | 1 |
Good | 1.15 | 1.1 | 1.25 | 500 | 0.8 | 2 |
Excellent | 1.3 | 1.2 | 1.5 | 1000 | 0.6 | 3 |
Masterwork | 1.45 | 1.5 | 2.5 | 2000 | 0.3 | 5 |
Legendary | 1.8 | 1.8 | 5 | 3000 | 0.1 | 8 |
Material Production
(tbd)