Difference between revisions of "Wealth"

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(Create a disambuguation, because wealth matters in multiple areas and wealth can be good (mostly for the room stat))
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At 14,000 "Storyteller Wealth" there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by <code>(2,400 - 0) / (400,000 - 14,000)</code> per wealth. This means that 1 raid point is worth 160.83 wealth at this threshold.  
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At 14,000 "Storyteller Wealth" there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by <code>(2,400 - 0) / (400,000 - 14,000)</code> per wealth. This means that 1 raid point is worth ~ 160.83 wealth at this threshold.  
  
Raid points are then multiplied by a number of other factors, the most important being [[difficulty]]. A colony at 200% threat scale will have wealth matter twice as much.
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Raid points are then multiplied by a number of other factors, the most important being [[difficulty]] - more specifically, the "threat scale" setting. A colony at 200% threat scale will double the raid points, meaning weath matters twice as much.
  
Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 raid points. At 100% threat with no other modifiers, this scyther would be worth {{icon small|silver}} 24125 of Storyteller Wealth.
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Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points points. At 100% threat with no other modifiers, this scyther would be worth {{icon small|silver}} 24125 of Storyteller Wealth.
  
 
==Expectations==
 
==Expectations==

Revision as of 15:06, 4 January 2023

Wealth is a sum of the Market Value from your items, buildings, and pawns. A colony's total wealth can be viewed in the History tab and going to the Statistics tab. It has a few impacts on the game.

Raids

Wealth is a key factor in determining the size of raids. Specfifically, a colony's entire wealth is converted into "Storyteller Wealth", as follows:

"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))

In practice, this just means that buildings count as half wealth for the purposes of raids (and no other factors). This "Storyteller Wealth" is then linearly interpolated on a graph to create "Wealth Points".

Graph Points Storyteller Wealth
0 0
0 14,000
2,400 400,000
3,600 700,000
4,200 1,000,000

At 14,000 "Storyteller Wealth" there are "0 Wealth Points". At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, points will increase by (2,400 - 0) / (400,000 - 14,000) per wealth. This means that 1 raid point is worth ~ 160.83 wealth at this threshold.

Raid points are then multiplied by a number of other factors, the most important being difficulty - more specifically, the "threat scale" setting. A colony at 200% threat scale will double the raid points, meaning weath matters twice as much.

Once processed, these points are converted directly into raiders. Each raider has a "Combat Points" value, where 1 raid point = 1 combat point. For example, a scyther is worth 150 combat points points. At 100% threat with no other modifiers, this scyther would be worth Silver 24125 of Storyteller Wealth.

Expectations

Colony wealth directly impacts the mood and recreation gain of your colonists. The higher your wealth, the less innately happy a colonist will be.

Name Mood Wealth Limits Recreation Tolerance
Loss/Day
Num. of Recommended
Recreation Types
Extremely low expectations +30 0 - 15,000 18% 2
Very low expectations +24 15,000 - 31,000 13% 3
Low expectations +18 31,000 - 81,000 11% 3
Moderate expectations +12 81,000 - 182,000 10% 4
High expectations +6 182,000 - 308,000 8% 5
Sky-high expectations 0 308,000 - 1,000,000,000 7% 6
Elite expectationsContent added by the Ideology DLC −6 High expectations as leader or moral guide 7% 6
Supreme expectationsContent added by the Ideology DLC −12 Sky-high expectations as leader or moral guide 7% 6

Conceited noblesContent added by the Royalty DLC will ignore this expectation moodlet at higher titles - barons get a Template:- Noble Exepectations, while counts and higher get {{--|12}] Royal Expectations. The Ideoligious RolesContent added by the Ideology DLC of leader and moral guide instead act as an offset to mood, acting as if they had expectations 2 levels higher.

Room stat

Wealth is a room stat. The sum of all items, buildings, and walls in a room contributes towards wealth. Wealth has no impact on its own, but has an impact on Impressiveness. Certain types of rooms give positive moodlets if they are impressive, such as a Very impressive dining room or Extremely impressive bedroom.