Difference between revisions of "Sell Price Multiplier"
(import the table from trade) |
m |
||
Line 18: | Line 18: | ||
The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). | The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). | ||
− | The multipliers make it more difficult to farm raids for profit, because weapons dropped by [[Death|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 about 57% more profitable than | + | The multipliers make it more difficult to farm raids for profit, because weapons dropped by [[Death|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 about 57% more profitable than regular constructed items. |
Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in [[Trade Price Improvement]]. These modifiers are unrelated to the Sell Price Multiplier, and applied independently. | Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in [[Trade Price Improvement]]. These modifiers are unrelated to the Sell Price Multiplier, and applied independently. |
Revision as of 18:52, 22 January 2023
Sell Price Multiplier is a stat: A multiplier on the price at which you can sell items. Its default value is 100%.
Sell price item is solely determined on the type of object:
Type | Factor |
---|---|
Furniture | x0.7 |
Sculptures | x1.1 |
Weapons | x0.2 |
The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value).
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 about 57% more profitable than regular constructed items.
Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in Trade Price Improvement. These modifiers are unrelated to the Sell Price Multiplier, and applied independently.