Money making guide
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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.
In no particular order:
- Crops, including cloth & drug production
- Animals, including textile crafting
- Construction, art and crafting.
- Prisoners, and their human resources
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, resulting in both lower buying prices, and higher selling prices. But 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 a seperate 1.4x price multiplier for buying. The Trade price disadvantage storyteller difficulty setting 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 yields of most items, as well as 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 (per plant)[1] |
Raw material (per plant)[2] |
Market Value (per plant) |
Value (per hour work) |
Real days to grow[3] |
Profit/day plant growth |
---|---|---|---|---|---|---|
Corn plant | 370 ticks (Plants) | 22 | 24.2 | 163.5 | 20.86 days | 0.696 |
Haygrass | 370 ticks (Plants) | 18 | 10.8 | 73.0 | 12.92 days | 0.501 |
Rice plant | 370 ticks (Plants) | 6 | 6.6 | 44.6 | 5.54 days | 0.715 |
- 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% Plant Harvest Yield (pawn stat, impacted by Plants skill).
- 3 Time to grow, taking into account day/night cycles, but not sub-optimal light level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in hydroponics.
Corn is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by fire and blight.
Haygrass gives more nutrition/day than corn, but cannot be eaten by humans unless produced into kibble, which gives a −12 moodlet. It is also less efficient for work. Rice is good as a stable source of food, but is not efficient at all in terms of product / work. Make sure not to sell food that you need to eat. When cooked into simple meals or regular fine meals, each colonist will eat an effective 20 raw food per day.
Product
Raw food can be turned directly into sellable packaged survival meals, pemmican, and chemfuel. However, both packaged meals and pemmican require a source of meat, meaning they will not be covered in the table below. Both haygrass and corn can be used to feed animals, but most animals can graze in the summer (or all year, if the biome supports it).
Product | Total Work | Cost | Market Value | Profit @ Corn (per hr work) |
Profit @ Human meat (per hr work) |
---|---|---|---|---|---|
Chemfuel | 2500 ticks (no skill) | 3.5 nutrition (70 raw food) | 80.5 | < 0.01 | 24.5 |
Corn-turned chemfuel in a biofuel refinery is barely profitable when compared to selling raw corn. You can use less desirable food, like human meat and insect meat, though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into kibble.
Chemfuel has its advantages: it is lighter and never rots.
Cash crops
Crop | Planter Work (per plant)[1] |
Raw material (per plant)[2] |
Market Value (per plant) |
Value (per hr work) |
Real days to grow[3] |
Profit/day plant growth |
---|---|---|---|---|---|---|
Cotton plant | 370 ticks (Plants) | 10 | 15 | 101.35 | 14.77 days | 1.02 |
Devilstrand | 600 ticks (Plants) | 6 | 33 | 137.5 | 41.54 days | 0.794 |
Healroot | 1200 ticks (Plants) | 1 | 10 | 20.83 | 12.92 days | 0.773 |
Hops | 370 ticks (Plants) | 8 | 10.4 | 70.27 | 9.23 days | 1.127 |
Smokeleaf plant | 370 ticks (Plants) | 9 | 14.4 | 97.3 | 12.92 days | 1.115 |
Psychoid plant | 370 ticks (Plants) | 8 | 15.2 | 102.7 | 16.62 days | 0.914 |
Ambrosia bush[4] | 200 ticks (Plants) | 4 | 60 | (750) | N/A | N/A |
- 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% Plant Harvest Yield (pawn stat, impacted by Plants skill).
- 3 Time to grow, taking into account day/night cycles, but not sub-optimal light level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants.
- 4 Ambrosia bushes cannot be planted, only appearing from the event. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.
Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in hydroponics.
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water and requires no process work afterwards, but is limited to the event.
Cloth and devilstrand can be used as textiles for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking or Intellectual.
Drug Production
Drug | Synthesis Work (per plant) |
Material (per plant) |
Market Value (per plant) |
Value (per hr work total)[1] |
Added Value (per plant) |
Added Value (per hr work) |
Profit/day plant growth | |
---|---|---|---|---|---|---|---|---|
Beer | 320 ticks (Cook)[2] | 1.6 | 19.2 | 69.56 | 8.8 | 68.75 | 2.086[3] | |
Smokeleaf joint | 1012.5 ticks (Cook) | 2.25 | 24.75 | 46.22 | 10.35 | 25.56 | 1.916 | |
Psychite tea | 800 ticks (Cook) | 2 | 20 | 42.73 | 2.4 | 7.5 | 1.316 | |
Flake | 500 ticks (Intel.) | 2 | 28 | 80.46 | 12.8 | 64 | 1.842 | |
Yayo | 350 ticks (Intel.) | 1 | 21 | 72.92 | 5.8 | 41.43 | 1.381 |
- 1 Combined work from both planting and synthesis. Controlled by Plant Work Speed and either Drug Cooking Speed (Cook) or Drug Synthesis Speed (Intel.).
- 2 For beer, hops need to be converted into wort, then put into a fermenting barrel to make beer. This extra hauling work is not accounted for.
- 3 Beer takes 6 days to ferment from wort in a fermenting barrel. Fermentation can be done concurrently with plant work, so this is ignored.
- Why Drugs?
Despite having a lower value/work ratio than raw plants, drugs have several major advantages.
All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 1675 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to get more value from the same growing space.
Creating drugs allows 2 pawns, perhaps with different skills and passions, to "work" at the same sized field at the same time. Certain biomes may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. But even in a tropical rainforest, large fields can be difficult to protect from fire, raiders, and blight - not even considering walk distance. This shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs.
The other advantage is with logistics. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning caravans and transport pods can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.
- Drug Comparison
Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but hydroponics space is, then smokeleaf is the superior choice. If Psychite Refining has not been researched, then Beer (requires Beer Brewing) and smokeleaf (requires Drug Production to not be half speed) have their merits.
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the Rest each colonist needs. As calculated in psychite tea's analysis section, it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.
Neutroamine drugs
Some drugs require neutroamine, which can only be reliably obtained via trade. This is subject to the various Trade Price Improvements, but under the default difficulty settings at 0% TPI, you buy at a x1.4 markup and sell at a x0.6 loss. Neutroamine is a finite resource at any one point in time, so you are often better off using it for the actual drugs
Drug | Synthesis Work |
Cost ( @ 0% TPI)[1] | Market Value | Profit @ 0% TPI (per drug) |
Profit @ 0% TPI (per hr work) |
Profit @ 30% TPI (per drug)[2] |
Profit @ 30% TPI (per hr work)[2] | |
---|---|---|---|---|---|---|---|---|
Penoxycyline | 600 ticks (Intel.) | 2 ( 16.8) | 18 | −6 | N/A | 2.28 | 9.5 | |
Medicine | 900 ticks (Intel.) | 1 + 3 + 1 ( 8.4 bought + 14.5 other) |
18 | Never | N/A | Never | N/A | |
Go-juice | 600 ticks (Intel.) | 2 + 1 ( 16.8 bought + 21 other) |
53 | 2.4 | 10 | 13.2 | 55 | |
Wake-up | 900 ticks (Intel.) | 2 ( 16.8) | 35 | 4.2 | 11.67 | 15.54 | 43.17 |
- 1 Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column).
- 2 30% TPI is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading inspiration (you may need to have multiple inspirations). You sell at x0.78 and buy at x0.98.
As the trade price disadvantage is increased for difficulties past Strive to Survive, all neutroamine drugs cease to become (very) profitable.
Apparel and Armchairs
All the uses for cloth and other textiles. Both buildings and apparel have a quality value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the Quality page. For reference: you average normal quality at Crafting / Construction 6. You average good quality at Skill 13.
For this comparison, each product is made out of cloth.
Product | Total Work | Cost | Value @ Normal | Profit @ Normal (per unit material) |
Profit @ Normal (per hr work) |
Value @ Good | Profit @ Good (per unit material) |
Profit @ Good (per hr work) | |
---|---|---|---|---|---|---|---|---|---|
Tribalwear | 1800 ticks (Craft) | 60 ( 90) | 97 | 0.117 (+7.7%) | 9.72 | 121.25 | 0.521 (+34.7%) | 43.4 | |
Duster | 10000 ticks (Craft) | 80 ( 120) | 156 | 0.335 (+22.3%) | 9 | 195 | 0.938 (+62.5%) | 18.75 | |
Armchair | 14000 ticks (Constr.) | 110 ( 165) | 150.5[1] | −0.13 (−8.6%) | −2.59 | 188.1[1] | 0.34 (+22.8%) | 4.13 | |
Corset Formal vest |
12000 ticks (Craft) | 45 ( 67.5) | 111 | 0.97 (+64.7%) | 9.06 | 166.5 | 2.2 (+146.6%) | 14.84 |
- 1 All constructed buildings are sold at at x0.7 price, in addition to the regular TPI and difficulty penalties. This is reflected in the armchair's value and profit.
Dusters or Corsets / Formal vests are most valuable crafted items in terms of Profit/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality textiles to any traders that show up. Tribalwear is the polar opposite; best in $/work but worst in profit/material. If you have a lot of spare material but need extra money fast, then create those. In addition, tribalwear is more impacted by quality than the fancier clothing.
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a much better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.
Sculptures
The game encourages creating art for sale. Art sells for x1.1 its value, as opposed to x0.7 value for most other constructed buildings (a 57% increase). Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.
In general, small sculptures have the highest profit/material and lowest profit/work, while large/grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.
Also, be mindful that traders may not have enough silver or even goods to buy the best large/grand sculptures. Even faction bases and orbital traders will run out of actual silver.
Size | Work to process | Profit @ Normal | Profit / Material | Profit / Work Hour |
---|---|---|---|---|
Small sculpture | 12600 ticks (Art) | 49.5 | 0.99 | 9.81 |
Large sculpture | 21000 ticks (Art) | 83.6 | 0.836 | 9.94 |
Grand sculpture | 73500 ticks (Art) | 291.5 | 0.729 | 9.91 |
It is about 1/10th as profitable to make sculptures per unit work as to farm crops.
Ranching
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan!
Note that since this is designed to be a minimal-labor strategy, it may be necessary to exclude your colonists from pens containing harvestable animals. Additionally, this may make it more profitable to immediately sell a sick animal rather then spend labor and resources on helping it recover.
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
Material Production
(tbd)