Money making guide
Cash crops are one way of making money.
Plant work speed and harvest yield are two factors affected by skill level, manipulation, sight, and global work speed. It is crucial to have a skill level of 6 in plants, going higher may increase work speed (11.5%/level) but does not noticeably increase yield (3,2,1...%) and also allows the most profitable cash crop, psychoid plants, to be grown. Herbal medicine is not the most profitable crop so level 8 in plants is unnecessary for cash considerations, although it may be helpful for general medical purposes. Plants level 4 is the minimum recommended level for this money making strategy.
Note on medicine:
- cloth can be bought for 1.5*1.4=2.1
- neutroamine can be bought for 6*1.4=8.4
- herbal medicine can be bought for 10*1.4=14
- medicine can be bought for 18*1.4=25.2
Therefore producing medicine from bought ingredients costs more than purchasing medicine directly, so is counterproductive and should be avoided. Medicine is 1.66 as effective as herbal medicine but almost twice as expensive so, for purely economic purposes, it's cost effective to buy herbal medicine instead of medicine. Glitterworld medicine is 1.6 times as effective but is more than twice as expensive. Growing herbal medicine is so low profit and drug production is so costly in making real medicine that it is best to use the profits from other crops to purchase herbal medicine and medicine production should be avoided for economic purposes.
- **Keep in mind there is a trade modifier of 60% for selling, 140% for buying**
Cash Crops
Crop | Work to sow | Work to harvest | Total work to grow | Raw material per plant | Raw material value (Selling) | Value added per unit work |
---|---|---|---|---|---|---|
hops | 170 | 200 | 370 | 8 | 1.3 | .016 |
smokeleaf | 170 | 200 | 370 | 9 | .96 | .0233 |
psychoid | 170 | 200 | 370 | 8 | 1.14 | .024 |
healroot | 800 | 400 | 1200 | 1 | 6 | .005 |
Value added labor used to make finished products may further increase profits but at a lower rate of profit per unit work. The upside is that this can be done continuously while growing is an intermittent activity.
Note: A grower working round the clock would be more profitable for purely selling than a grower splitting his/her time between multiple activities, including drug production. However, a specialized grower coupled with a specialized drug producer and hauler is the most profitable configuration. It is best to remove hauling from your growers work tab to maximize production (or put it at a minimal priority). It is important to notice that the best configuration and overall productivity and money saved may include a grower who also produces drugs (to keep within the colony).
Note: Go juice is something that should only be traded in one direction, bought and not sold. It is better to make it yourself though.
Note: Wake up is the most profitable for selling. It also is more profitable than money saved for several drugs, some drugs have high money saved though.
Drug Production
Drug | Work to process | Processed value added (selling) | Money saved by producing and not selling | Value added per unit work | Money saved per unit work |
---|---|---|---|---|---|
beer | 200 | 3.3 | 4.8 | .0165 | .0405 |
joints | 450 | 2.76 | 4.4 | .0061 | .0159 |
yayo | 350 | 3.48 | 8.4 | .0099 | .0339 |
flake | 250 | 3.84 | 5.6 | .01536 | .03776 |
go-juice (made yayo) | 950 | -6 | 21.2 | -.0063 | .016 |
go juice (bought yayo) | 600 | -14.4 | 21.2 | -.024 | .0113 |
wake-up | 900 | 18.2 | 14 | .02 | .0357 |
penoxycyline | 600 | 1.2 | 7.2 | .002 | .014 |
medicine | 700 | -3.5 | 7.2 | -.005 | .005 |