Talk:Money making guide

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Albedo (talkcontribs)

I 100% agree the current name is over-long, making it bulky and awkward for the purposes of linking. However, I don't see this becoming an all-encompassing "Money making guide", as that would invite coverage of any/all avenues that fall under that broad umbrella - animal husbandry, Crafting/Construction, optimizing slave trade, manipulating enemies to raid for best loot profit, etc. etc. And that point brings up the suggestion to standardize an "umbrella"-type of article title. In DF we had hundreds of schematics, large or small, for various designs - bedrooms, traps, defenses, dining halls, overall base optimization, smithies, you name it - each its own article with clever but non-standard names, scattered all over the site. So we collected them into diff rough umbrella categories and adopted a format where a page would be titled "Design: X", so that 1) editors know where to add similar content, 2) editors could name future pages without needing to re-invent the wheel, and 3) readers could find what they are looking for faster (once they see the pattern). So, here... maybe "Economics: X" (Here: "Economics: Cash Crops")? The umbrella term "Economics" is not an in-game term, so it's available to be adopted by RW-Wiki as a term for this sort of discussion and to leave the topic open to expansion beyond "money making" (and there are other pages like this out there). And/or, to start any/every reader-written guide with that word: "Guide", so this would be "Guide: Cash Crops" or "Guide: Economics: Cash Crops"., or something along those lines (hardly married to any one term, just find the concept useful).Albedo (talk) 20:54, 15 April 2022 (UTC)

Harakoni (talkcontribs)

Namespaces are set up by use of a "/" so we could potentially transition every guide page to "Guide/<whatever>", adn you can nest those "Guide/Money making/<whatever>"

That said, so long as the categories and nav box are kept up to date, this shouldn't really be necessary. Happy to execute any moves you need if you wanna do it and do a clean-up of all the different names at the same time though.

Justplay (talkcontribs)

I just made the money making guide page. I'm going to work on an art MMG. I come from the runescape.wiki and have a few MMG. You could also just use MMG: Cash Crops. Or Money Making Guide: Cash Crops. I think it's fine either Economics or Money Making Guide. There's an entire table of MMG on runescape.

Albedo (talkcontribs)
I like the idea of a generalized(!) MMG article, discussing the pros/cons of various options, with links to specific MMG:X articles where the details are discussed. (As a rule, we don't want too much info repeated in diff places.) I think I'm seeing a lot of info duplicated on your 1st-draft MMG? I like "Economics" because it's often not about "making money" as much as making sure your colony is growing - but semanatics aside, either works fine, and "MMG" is catchier and quicker to link and create new articles. Albedo (talk) 00:44, 16 April 2022 (UTC)
Justplay (talkcontribs)

Crafting is mostly good at saving money not making money, art is good at making money, and so is organ harvesting, but you need to have big things to offset the negative moodlets from OH.

Albedo (talkcontribs)
re "Crafting is mostly good at saving money not making money..." - It's not uncommon to have an expert Crafter with nothing to do (at the moment), and a stack of alpaca/muffalo wool - do you recommend they plant, harvest and process drug crops, or do what they are good at (i.e. make dusters)? Sim w/ Construction and wood/stone items, or how to make the most out of those dozen prisoners you just found yourself with - or whatever. Maybe the player is in a freezing biome, and can trade for wood/stone/textiles, but doesn't have the hydroponic room for a mass psychoid plant crop. Comparing the diffs would be useful as well, but each asks for their own optimization analysis.Albedo (talk) 00:36, 16 April 2022 (UTC)
Harakoni (talkcontribs)

You'd likely need to add a paragraph for discussion on shared utility- e.g. you want to have your crafter leveled up before you start letting them spend rare resources on things with quality. Given you train them by crafting, you're already spending their time, you might as well extract the most value from that time by having them craft the highest return items using a resource you don't need (e.g. corsets if royalty, dusters otherwise, using spare textiles that would otherwise not be used).

Harakoni (talkcontribs)

Argh. In the future please let a mod move the page. We can move the whole page, with its edit history and everything, rather than just copying and pasting the info.

Wrt to a general money making guide. Honestly theres only a few different strats and things like art spam dont exactly need a textbook to cover. We can always split the page of it gets too long after.

Harakoni (talkcontribs)

To be clear, you're not in trouble or anything. It happens. Just for future reference.

Justplay (talkcontribs)

Thanks, I'm new to this wiki.

Harakoni (talkcontribs)

Absolutely. Content is pretty easy to judge as constructive or not but protocol and backend stuff can be hard to know until you run afoul of it. So it happens, don't sweat. It was easily fixed in this instance anyway and now you know for any future instances.

Also, because I haven't said it yet, welcome to the wiki! Your edits have been great so far so I'm glad you're here. I'm a moderator (and the most active one) and one of the more frequent editors, so feel free to ask on my talk page or the discord if you have any issues.

Justplay (talkcontribs)

Thanks :D Good to meet you!

Albedo (talkcontribs)

For the record, I made the same mistake when I first started here (only less easy to fix, ahem). Likewise, your edits are solid, keep up the good work, read ya around. Albedo (talk) 22:41, 17 April 2022 (UTC)

Justplay (talkcontribs)

haha thanks!

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