User:Hordes/Money making guide

From RimWorld Wiki
< User:Hordes
Revision as of 20:57, 11 January 2023 by Hordes (talk | contribs) (Created page with "There are lots of ways of "'''making money'''" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than o...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

There are lots of ways of "making money" in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer.

This guide will give an overview of the different options, with links to guides that expand in more detail on that specific pursuit.

In no particular order:

Note on trading

There is no "buy low, sell high" in RimWorld. In general, trader prices do not vary by a lot. At most, any faction base offers a +2% Trade Price Improvement. However, certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your human leather.

What's more important to note is the default 0.6x price multiplier for selling, and the 1.4x price multiplier for buying. The Trade price disadvantage will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising TPI).

All values in this guide assume Strive to Survive difficulty, and use Market Value instead of "actual" value. Difficulty impacts most item yields and the trade price disadvantage. If you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, and 350% more expensive in Losing is Fun.

Food Crops

Crop Total Work[1] Raw material[2]
(per plant)
Market Value
(per plant)
Value
(per hour work)
Real days
to grow
Profit / day
Corn plant 370 ticks Corn 22 Silver 24.2 TBA 20.86 days .696
Haygrass 370 ticks Hay 18 Silver 10.8 TBA 12.92 days .501
Rice plant 370 ticks Rice 6 Silver 6.6 TBA 5.54 days .715
1 Time it takes to sow and then harvest. Directly reduced by Plant Work Speed. Does not account for travel/hauling time.
2 Assuming 100% harvest yield (difficulty stat) and 100% Plants Harvest Yield (pawn stat, impacted by Plants skill).