Difference between revisions of "Wealth"
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The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, effective Storyteller Wealth will increase linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]]. | The storyteller setting, [[AI Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]] will make colony wealth have no impact on the game. Instead, effective Storyteller Wealth will increase linearly over time, until reaching $1,000,000 wealth at the desired [[AI Storytellers#Years until maximum threat|Years until maximum threat]]. | ||
− | ==Expectations== | + | == Expectations == |
− | Colony wealth directly impacts the [[mood]] | + | Colony wealth directly impacts the [[mood]] and [[Recreation#Recreation tolerance|recreation tolerance loss]] of your colonists. The higher your wealth, the less innately happy a colonist will be and the more bored they will become with their recreation sources. |
{| class="wikitable" | {| class="wikitable" |
Revision as of 00:16, 7 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 placed on the ground count as half wealth for the purposes of raids. 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. Specifically, the "threat scale" setting is a multiplier to raid points. A colony at 200% threat scale will double the raid points, meaning wealth 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. At 100% threat with no other modifiers, this scyther would be worth 24,125 Storyteller Wealth. For a list of what raiders the storyteller can "buy", see Raiders.
The storyteller setting, Wealth-independent progress mode will make colony wealth have no impact on the game. Instead, effective Storyteller Wealth will increase linearly over time, until reaching $1,000,000 wealth at the desired Years until maximum threat.
Expectations
Colony wealth directly impacts the mood and recreation tolerance loss of your colonists. The higher your wealth, the less innately happy a colonist will be and the more bored they will become with their recreation sources.
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 expectations | −6 | High expectations as leader or moral guide | 7% | 6 |
Supreme expectations | −12 | Sky-high expectations as leader or moral guide | 7% | 6 |
Conceited nobles will ignore this expectation moodlet at higher titles - conceited barons replace regular expectations with −6 Noble Exepectations, while conceited counts and higher get −12 Royal Expectations. The Ideoligious Roles 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 it increases Impressiveness. Certain types of rooms give positive moodlets if they are impressive, such as a +5 Very impressive dining room or +6 Extremely impressive bedroom.
Like the other room stats, wealth on its own has a diminishing impact in making a room impressive. Typically, ways of increasing wealth also increase its beauty.
Archonexus quest
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
A total colony wealth of $350,000 is required to accept the first part of The Archonexus quest. In exchange for your entire colony, you will get an archonexus map piece. Three map pieces are required in total, meaning you'll need 3 seperate colonies at this wealth threshold. You don't need to restart again for the third colony.
Analysis
- For strategies on limiting wealth, see wealth management. For strategies on increasing wealth, see money making guide.
To put it simply, you shouldn't feel the need to micromanage wealth, even in Losing in Fun. Extreme forms of wealth management are only really required when playing in an extreme custom difficulty. Wealth scaling means that, as your colony becomes stronger, raids become stronger - a simple relationship. The expectations moodlets can be countered by placing sculptures and making rooms more beautiful.