For “good” quality, you need at least ≥ 5 in social to break even for small silver sculptures. (Assuming you take care of your basic needs like mood, food, temperature, health, security.)Ĭrafting anything worse than “good” quality produces loss. without mining, without power generators, without raids, without growing. This means that with a colony full of level 20 artists, who always produces at least “good” sculptures, and with a single level ≥6 negotiator, you can sustainably multiply your wealth without any external resources, i.e. Wearing a cowboy hat does not affect the price. Orbital traders give the same price as caravans visiting your colony. Sell to a visiting caravan, prices for all levels 10-20: Or, as a table: Sell to a visiting caravan, prices for all levels 0-9: ![]() I’m not sure how it works, but I have never seen it on anything other than consumable items like food, components and medicine.Įxample: Good small silver sculpture: Cost to make: $500 Effective market value: $564.80 × 1.1 (sculpture) × 1.25 (good) = $776.60. (The category factor is not used when buying.)įor some items & traders, there may be an additional factor that manifests as a green or red price. The buying price is: Market value × quality-factor × (2−trade-factor) × (2−social-multiplier) × (2−location-factor). The selling price is: Market value × category-factor × quality-factor × trade-factor × social-multiplier × location-factor. Social skill factors (assuming 100% health): Interesting, the smaller sculptures have a better ratio. Grand sculpture: Takes 2200 silver, market value 2434.00 silver (ratio: 1.10636) Large sculpture: Takes 1000 silver, market value 1108.00 silver (ratio: 1.108) Small sculpture: Takes 500 silver, market value 564.80 silver (ratio: 1.1296) Pretty much anything except sculptures is therefore out of window. Anything else, such as food, organs, artifacts, stone blocks: 1.0 Weapons (melee, ranged, remote controls): 0.2 Clothing, armors, security items, recreation items, furniture: 0.7 The category factors (trade price multipliers) for various items are as follows: It is included in this guide on how to trade at Rimworld.Idea: Multiply existing silver by constructing stuff from silver and selling them. The most common things you can trade include: You can see that the things you sold go away while the things you bought fall near the orbital trade beacon. Once you have placed the trade click on the accept button.In the Items column, drag the item to the left and to the right to sell it.This will open a screen where you can see all the options available to trade.Wait for the character to go to the Comus console and interact with him. ![]()
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