Wealth
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. A colony at 200% threat scale will have wealth matter 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 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 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 - barons get a Template:- Noble Exepectations, while 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 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.