Sculptures
Sculptures are buildings of art that have a high beauty stat. There are three types of sculptures:
Acquisition
All 3 sculptures are created from an art bench using Wood, Stony, or Metallic ingredients. Counter-intuitively, stone sculptures are not made from stone chunks, but from stone blocks.
Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that "small volume" materials (silver and gold) require 10x more items to create.
The sculpter's Art skill is the primary factor in determining the sculpture's quality. A sculptor cannot work on another sculptor's piece.
Summary
Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture (base of 50) has half the beauty of a large sculpture (100), which has 4x less beauty than a grand sculpture (400). Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. The following table compares the three sizes of sculpture:
Sculptures | Size | Materials | Beauty (Normal) | Max HP | Work to make | Value (Normal) | Beauty/work | Value/Work | Value/Material |
---|---|---|---|---|---|---|---|---|---|
Small | 1x1 | 50 | 50 | 90 | 300 | 159.8 | 0.1667 | 0.5327 | 3.196 |
Large | 1x1 | 100 | 100 | 150 | 500 | 298 | 0.2 | 0.596 | 2.98 |
Grand | 2x2 | 400 | 400 | 300 | 1750 | 1138 | 0.2286 | 0.6503 | 2.845 |
Sculptures have a 1.1x trade multiplier when compared to other items of the same market value.
All sculptures will also have a name and story, like items of the masterwork or legendary qualities. See #Story Creation below for more details.
Analysis
Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to increasing the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:
Other than these rooms, place art where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
Note that sculptures increase a room's beauty rating from anywhere inside, but will only increase the beauty need when in a 10-tile radius from a pawn.
Which sculpture to create
For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as Market Value takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - quality is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of gold or jade, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough silver to afford a masterwork grand sculpture.
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time.
Material Table
Material | Cost | Work | Beauty | Max HP | Flammability |
---|---|---|---|---|---|
Silver | 10 | 1 | 2 +6 | 0.7 | 0.4 |
Gold | 100 | 0.9 | 4 +20 | 0.6 | 0.4 |
Steel | 1.9 | 1 | 1 | 1 | 0.4 |
Plasteel | 9 | 2.2 | 1 | 2.8 | 0 |
Wood | 1.2 | 0.7 | 1 | 0.65 | 1 |
Uranium | 6 | 1.9 | 0.5 | 2.5 | 0 |
Jade | 5 | 1.4 | 2.5 +10 | 0.5 | 0 |
Sandstone | .9 | 1.1 | 1.1 | 1.4 | 0 |
Granite | .9 | 1.3 | 1 | 1.7 | 0 |
Limestone | .9 | 1.3 | 1 | 1.55 | 0 |
Slate | .9 | 1.3 | 1.1 | 1.3 | 0 |
Marble | .9 | 1.15 | 1.35 +1 | 1.2 | 0 |
Quality Table
Quality | Base Beauty Modifier |
Base Value Modifier |
---|---|---|
Awful | -10% | 50% |
Poor | 50% | 75% |
Normal | 100% | 100% |
Good | 200% | 125% (max +500) |
Excellent | 300% | 150% (max +1000) |
Masterwork | 500% | 250% (max +2000) |
Legendary | 800% | 500% (max +3000) |
Story Generation
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
- A past event occurring in or to the colony (see below)
- A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
- A border to the art (e.g. "a triangular border")
- A texture (e.g. "insert texture example")
- A design style (e.g. "conveys a feeling of rage and happiness")
- A location (e.g. "in a town")
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
- killings
- drunkenness
- vomiting
- landing in drop pods
- artwork created
- struck ore
- person captured
- person recruited
- animal trained
- animal hunted
- surgery done
- someone was on fire
- someone went psychotic
- someone gave up
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
Version history
- 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
- 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.