Difference between revisions of "Market Value"

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where
 
where
 
* ''I'' = combined market value of all ingredients
 
* ''I'' = combined market value of all ingredients
* ''W'' = work (in ''ticks'') to make the item. The game displays this in the item information window in ''seconds'' (which assumes 1x game speed and 100% work speed), and also rounds the work value to the nearest second (ex. an item that takes 35 ticks, such as a [[Conduit]], is displayed in-game as 1 Work, despite taking only 0.583 seconds to construct at 100% speed).  An approximation of the value for ''W'' can be found by multiplying the in-game Work displayed by 60, but the exact value (in ticks) is defined in the XML definition by the stat ''WorkToMake'' (or ''WorkToBuild'' for buildings).  For reference, 60,000 ticks of work (displayed in-game as 1,000 units of work) corresponds to one full in-game day (24 hours) of uninterrupted work at 100% work speed (including bench speed effect and pawn work speed).
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* ''W'' = work in [[ticks]] to make the item, where there are 60 ticks to a second. The game displays this in the item information window in ''seconds'', which assumes 1x game speed and 100% work speed even when the base workspeed is lower than 100%. The displayed value also rounds the work value to the nearest second for example - an item that takes 35 ticks to make will be displayed in-game as taking 1 Work, despite taking only 0.583 seconds to construct at 100% speed.  An approximation of the value for ''W'' can be found by multiplying the in-game Work displayed by 60, but the exact value is defined in the XML in ticks by the ''WorkToMake'', or for buildings the ''WorkToBuild'', stats.
* ''Q'' = quality multiplier (see [[quality]])
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* ''Q'' = quality multiplier. See [[quality]] for details.
* ''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.
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* ''H'' = health multiplier. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, 4% of its maximum value per 1% HP lost between 60% and 50% HP, and 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP. The health miltiplier only applies 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 05:52, 20 September 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 × 0.0036) × Q × H

where

  • I = combined market value of all ingredients
  • W = work in ticks to make the item, where there are 60 ticks to a second. The game displays this in the item information window in seconds, which assumes 1x game speed and 100% work speed even when the base workspeed is lower than 100%. The displayed value also rounds the work value to the nearest second for example - an item that takes 35 ticks to make will be displayed in-game as taking 1 Work, despite taking only 0.583 seconds to construct at 100% speed. An approximation of the value for W can be found by multiplying the in-game Work displayed by 60, but the exact value is defined in the XML in ticks by the WorkToMake, or for buildings the WorkToBuild, stats.
  • Q = quality multiplier. See quality for details.
  • H = health multiplier. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, 4% of its maximum value per 1% HP lost between 60% and 50% HP, and 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP. The health miltiplier only applies 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.