5 BEST MONEY MAKERS IN RIMWORLD

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 124

  • @Mako_VEVO
    @Mako_VEVO 2 ปีที่แล้ว +112

    Love the video, two things to say:
    -Devilstrand is immune to blight, one less random event for randy to punish you with
    -Not all vendors are into buying clothes, so those big paydays will not always be guaranteed, but whoever will take your goods will be walking home with a nice new duster

    • @asemov2707
      @asemov2707 2 ปีที่แล้ว

      New? I sell all my worn gear, more than pays for most things

  • @roach590
    @roach590 2 ปีที่แล้ว +46

    I always make money by wooden grand sculptures, they are made faster than any other material(I think) and wood extremely easy to find(unless you are living in some extreme biomes).

  • @thevoxdeus
    @thevoxdeus 3 ปีที่แล้ว +35

    An extremely useful guide would be a guide to raid values, which things will greatly increase colony value, resulting in bigger raids, and which things add very little paper value even though they're useful to the colony.
    Or maybe a narrower topic like: what makes my base more beautiful / makes my pawns happiest, but won't necessarily attract bigger raids?

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +9

      I like the idea of covering colony wealth and how it affects raid points. Maybe even include metrics like this much normal art will add 1 pirate or something along those lines. Thanks for the suggestion

  • @pendantblade6361
    @pendantblade6361 3 ปีที่แล้ว +62

    These videos are super useful for newbies (and vets like myself). Any other big plans for the future? Weapon, armor guides? etc

    • @dylanwillson4584
      @dylanwillson4584 3 ปีที่แล้ว +1

      Unless they changed it for weapons the best is heavy smg unless you can craft or have charge rifles, best armor is generally power armor than dusters(devil strand) with flake vest

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +8

      Thanks Pendant! I will have my hands full with this series for a good month or two, got a lot of "5 Best" categories that I think will be really interesting!
      In the next few weeks I will have a big release of my new playthrough, been doing a lot of thinking on how I want to plan/present it to make it engaging for the viewer so I think that will be something neat coming up. Glad even Rimworld Vets like yourself are finding the content useful 👌

    • @mirceazaharia2094
      @mirceazaharia2094 2 ปีที่แล้ว

      @@OneHunchMan This video will come in handy, as I finally have a fre somethings (Empire mod settlements, mass production of Nanomachinery cloth apparel, a fleet of SRTS aircraft) to serve as a money sink. That, and sterile tile in every laboratory building.
      Gonna have a big base with an army of androids and genetic abominations.

  • @DSlyde
    @DSlyde 3 ปีที่แล้ว +12

    Enjoying these videos. There hasn't been a proper rimworld science TH-camr since A17 and it's good to have one again.
    Have a comment for the algorithm

  • @DollanFerinal
    @DollanFerinal 2 ปีที่แล้ว +17

    If you want your pawns with chemical fascination or chemical interest to stay out of your stash just create a special zone for them and don't allow them to go into the part of your stockpile where you store your drugs. They will respect this zone unless they have a drug binge mental break.
    To avoid that simply give them ambrosia every other day if you have it (since it's harmless and cheap ), or let them have a smokeleaf joint every other day ( more annoying as they will ignore schedules so you have to only let them at it once every other day or administer it as a doctor job. )

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +3

      Great tip! Satisfying those drug cravings with something less expensive is not a bad idea to prevent drug binges

    • @infernapocalypse
      @infernapocalypse 2 ปีที่แล้ว +2

      It's better to have them drink 1 beer per day. It has a safe dose interval of one day, unlike ambrosia. And it doesn't have a consciousness drawback like smokeleaf. They will never break due to chemical starvation or seek out any other drugs because of their +8 chemical satisfaction mood buff. Works for chemical fascination and chemical interest. That's right! At the cost of 1 beer a day, you can make chemical traits a positive trait.

  • @malfuy9558
    @malfuy9558 ปีที่แล้ว +4

    I think the best way to make money in the very beginning is to grow a lot of cotton. You don't really need all that much cloth, so you can keep some and sell the rest. It sells for a low price, but when you have a lot of it, it can be a good quick way of getting money. You just need a skilled planter

  • @Swampe84
    @Swampe84 3 ปีที่แล้ว +12

    Art is great to sell to traders, but they are heavy and a bit unpractical to transport early game

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +1

      This is certainly a problem when you are making medium quality sculptures are you need many of them to make much of a profit. If you have a strong artist making small sculptures though, they only weigh 3kg each and you can easily get thousands of silver early/midgame with a few traders. Still, a good limitation to note. Thank you for pointing it out

  • @joelmitchell7597
    @joelmitchell7597 2 ปีที่แล้ว +3

    The fact that the crafted clothes don't stack and will clog up your stockpiles, and also take so much labor to move around makes them inferior to flake, imho

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      decent point, stockpile efficiency is certainly worth considering

    • @dh2054
      @dh2054 6 หลายเดือนก่อน

      @@OneHunchManthat could easily be fixed with setting a cap on clothing production, building a sizable room and placing shelf’s exclusively for the clothes

  • @bugrilyus
    @bugrilyus 2 ปีที่แล้ว +2

    Selling clothing is best overall in my opinion. I level up my low level crafters with tailoring until they have enough skill to produce guns&armour&components, on the side you make money. I have access to lots of wool and leather anyway (due to herd animals). Combined with drugs I can make huge profits with making caravans travelling the world, gathering unique items, archotech parts, persona weapons, components, neutramine etc.
    Art is only good to trade with trade ships and visiting traders because of the weight.

  • @dragroch5536
    @dragroch5536 2 ปีที่แล้ว +2

    Well i'm still relatively new to the game as of today so Ambrosia Sprouts have been my biggest moneymaker as I usually sell a bunch of ambrosia whenever I need to balance out the trade in Silver spent and earned when buying something expensive.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +1

      If your already in the rimworld drug business, try out more expensive substances to sell like flake, just grow psychoic leaves and research drug production, you will make 10x the money from ambrosia

  • @admiralandy1983
    @admiralandy1983 3 ปีที่แล้ว +5

    Thanks to the mods Harvest Organs Post Mortem and Harvest Everything organ selling has been the best for me.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +4

      Doctors hate him with this one trick

    • @mirceazaharia2094
      @mirceazaharia2094 2 ปีที่แล้ว +1

      Ah, I see that you are a man of culture in more ways than one.

  • @yourbigfan1777
    @yourbigfan1777 9 หลายเดือนก่อน

    Once i researched a biofuel refinery i immediately started chopping trees and making tons of chemfuel and money from it, so that's another easy and good way to make money

  • @zidane0017
    @zidane0017 ปีที่แล้ว

    Farming can be profitable on Tropical Rainforest bases where you can farm for the whole year (Possible also with Hydroponics in any biomes). Thousands of Rice, Corns, and Potatoes can sell a lot, you can trade them on Bulk Traders or deliver them to nearby factions.

  • @GoodMcGee
    @GoodMcGee 3 ปีที่แล้ว

    Hope your channel takes off bro. Good video; nice and informative!

  • @dongholiothesecond3324
    @dongholiothesecond3324 2 ปีที่แล้ว +2

    that's interesting i had been making grand marble sculptures this entire time but if am hearing this right small sculptures are better if i have really good artist.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Depends completely on what your goal is, maximizing material price or maximizing silver per hour! For Value/Work: make Grand. For Value/Material: make small. Stone is a material that does not usually hit the price cap so choose based on if you have a never ending supply of stone or not

  • @asinglebanana
    @asinglebanana 2 ปีที่แล้ว +2

    This is quite accurate but it must be remembered that not all traders buy arts while most traders trade drugs.

    • @Johrdan360
      @Johrdan360 2 ปีที่แล้ว

      its the other way around, every trader buy art

  • @killfected7309
    @killfected7309 2 ปีที่แล้ว +1

    I allways have a few organs in the colony there is allways the possibility that your colonist loses a kidney

  • @kenshinsaeteurn
    @kenshinsaeteurn 3 ปีที่แล้ว +3

    Great video! I hope to see more content like this! Do you have a set upload schedule yet?

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +1

      Kenshin my man. Been consider an upload schedule a lot recently to make things easier for subscribers. Currently leaning towards releasing a new video in my most current series every Saturday morning, so guaranteed once a week uploads. Been working on planning my next playthrough as well so a few things are uncertain on timing and such at the moment. I'll make a community post when I have something finite!

  • @DrClock-il8ij
    @DrClock-il8ij ปีที่แล้ว

    Chinchilla farming deserves a spot. All you need is to buy 2 of them and get a huge hay plantation, then let them reproduce until they can no longer be fed. Then you have a huge amount of fur to be sold and a nice amount of meat as a byproduct

  • @foxlaszlo
    @foxlaszlo 3 ปีที่แล้ว +1

    Commenting for the algorithm. Have a great day 👍🏻

  • @frikabg
    @frikabg ปีที่แล้ว

    what shocked me the most in this video was how out of the 5 things i was already using 4 just by figuring it out on my own ... O_O

  • @pavelperina7629
    @pavelperina7629 2 ปีที่แล้ว

    Devilstrand in boreal forest? I assume fertile soil, heated roofed room and sunlamp is a must. Then some battery, solar panel, wind turbine. Maybe it does not require to grow 24/7 with top effiency, but Is it worth it? Eh, it would require heating as well with higher priority than a sunlamp and hopefully it won't freeze during solar flares or random power outages such as destroyed wire from geothermal generator. I'll try that anyways with independent power grid for sunlamp.

  • @robertwildschwein7207
    @robertwildschwein7207 2 ปีที่แล้ว

    Gold furniture?
    Respect!
    Probably got a lot of raiders commin'

  • @HyperionCSS
    @HyperionCSS 3 ปีที่แล้ว +1

    Idk where you get devilstrand from. I'm looking at the numbers and you get way more silver per plant per day from cotton or corn or anything really

    • @Swampe84
      @Swampe84 3 ปีที่แล้ว

      True. But it's a lot of extra work. Sowing, cutting, hauling need to be considered.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      Mikael got it, I only added it under the circumstances it is plant and left alone. If you have a biome which can support the 40 day grow time, you almost always have way more crop space than you need. In this regard, I consider planting a big field of it and forgetting about it an insane money maker. Only in the metric of Silver per work (Also makes some of the best mid game armor through high quality dusters). You are completely right that silver per day is far better for almost every other crop due to shorter grow times but they require much more work to achieve that value.

    • @HyperionCSS
      @HyperionCSS 3 ปีที่แล้ว

      ​@@OneHunchMan I always have something happen to my devilstrand but I do sometimes grow fields of healroot like that. that's an underrated money maker

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      @@HyperionCSS Yeah blight or fires really can be a buzzkill. There are ways to seperate your grow plots with concrete to avoid fire/blight taking out whole fields. Healroot is another good long term grow, passive plant for sure!

  • @APFodder
    @APFodder ปีที่แล้ว

    If materials, skill, and finding trades weren’t issues, what would be the best money making method?

  • @MrHeLLHoRZeGaming
    @MrHeLLHoRZeGaming 3 ปีที่แล้ว

    So art it is then.
    Keep up the good work!

    • @Inactive_Account29283
      @Inactive_Account29283 7 หลายเดือนก่อน

      It kinda depends because you need art skill which is quite a tertiary skill for starting colonist

  • @SergeAvgustovski
    @SergeAvgustovski 9 หลายเดือนก่อน

    Why does nobody tell about bandoliers and tailcaps? True, they are inferior to tribalwear and/or duster in their value per work/per material, but they are superior in that you can sell them to both bulk goods and combat suppliers. If you opt to minimum caravaning in your playthrough (especially if its a sea ice playthrough), and if your only way to make money is trade, then this advantage becomes critical. While comparing these two, bandolier is more space efficient. If anyone knows other clothing that you can sell to many traders, I'm really intrested

  • @mirceazaharia2094
    @mirceazaharia2094 2 ปีที่แล้ว

    Skysteel art benches (Alpha Animals) and arachnid carapace (Starship Troopers Arachnids) grand sculptures? Fancy. Or is that ebony wood from VGP Vegetable Garden?

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +1

      Absolutely no idea, during this time I had way to many mods installed

  • @anytorp
    @anytorp ปีที่แล้ว

    Is it more profitable to sell devilstrand(or in my case Tyrian from vanilla expanded) or clothes made of those items

    • @OneHunchMan
      @OneHunchMan  ปีที่แล้ว

      Materials convert into more money based on the quality made. I think crafting 8 is the break point but it's not worth it until the high 10's

  • @phearedphantom
    @phearedphantom 2 ปีที่แล้ว

    Saw you on Nooberts channel so I subbed

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Glad to have you Roger

  • @TheImmortalMushroom
    @TheImmortalMushroom ปีที่แล้ว

    I was so confident in my pawn (despite being level 6) making good art structures that i used SILVER and I wasn't disappointed all so yeah if your pawn 523% manipulation it works ig?

  • @vg3676
    @vg3676 2 ปีที่แล้ว

    breeding animals is the most profitable, for this you only need land and do not forget to sell them in time so that they do not die of hunger...
    Can someone advise me how to spend 50k silver?

  • @mehmetayparyangozalumni2606
    @mehmetayparyangozalumni2606 2 ปีที่แล้ว

    If you want to make money over other skills, like construction, you can sell marble chess tables or just chess tables,

    • @mehmetayparyangozalumni2606
      @mehmetayparyangozalumni2606 2 ปีที่แล้ว

      You can always hunt, butcher and sell meat or leather of big animals if the trader is willing

  • @CheddarPerson_05
    @CheddarPerson_05 2 ปีที่แล้ว

    Raids for me+life support+harvest everything+prisoner ransom

  • @burnedexperiment
    @burnedexperiment 3 ปีที่แล้ว

    No homo, but you have a great voice for content creation. Keep at it.

  • @TheLeleo14
    @TheLeleo14 3 ปีที่แล้ว

    Great tutorial like always!

  • @MrSkynert
    @MrSkynert 3 ปีที่แล้ว

    What about slaves? Is it profitable long term etc?

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      Hmm good question, I have not looked into slaves for profit. From a work stance point, you could take what they produce in a day and substract food, clothing, security to find your daily profit. If you wanted to quantify them based on work output, there are 60,000 ticks in a day and assuming the slave gets 8 hours of sleep, they have 40000 ticks a day. Now we need to account for reduced work efficiency being 0.85 modifier on any work done which gives us 34000 ticks of work a day or 566 work a day. That is a perfect world scenario where they hop out of bed and work with 100% efficiency so account for half the day is spent moving, eating or other, we are looking at around 280 Work a day for each slave. Not accounting fore other factors, it is definitely worth the labor in my opinion. Gets even trickier to price in capturing them and dealing with revolts.
      From a selling stance point, prisoners would just make more sense but I am a bit ignorant if there are more mechanics to sell price on prisoners vs. slaves so I don't want to say anything for certain without knowing more.
      A bit of a long winded answer but it is based on so many variables so it is tough to answer. I think the easiest way to go about it is if you can handle slaves with no damage caused when they revolt and you have easy labor they can work on in a secure area, then go ahead. Being a slave only reduces their global work speed modifier, not consciousness so they can still produce high quality items like clothing just fine and make great profit.

    • @MrSkynert
      @MrSkynert 3 ปีที่แล้ว

      @@OneHunchMan Thanks!

  • @clemiltongabriel5462
    @clemiltongabriel5462 2 ปีที่แล้ว

    wow, this video helps a lot!

  • @litcrazymovie5332
    @litcrazymovie5332 2 ปีที่แล้ว

    I always have 3 hydroponic farms of psycite and have a full on yayo production team i sell out every trader

  • @mehmetayparyangozalumni2606
    @mehmetayparyangozalumni2606 2 ปีที่แล้ว

    Never managed to grow devilstrand , always something happens

    • @mehmetayparyangozalumni2606
      @mehmetayparyangozalumni2606 2 ปีที่แล้ว

      So health root or corn is more are more consistent

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Definitely can be hard with the long grow time to successfully grow it

  • @pumpkinspice5848
    @pumpkinspice5848 2 ปีที่แล้ว

    My fbi agent:MOVE MOVE HE IS GOING TO HARVEST BODIES AND SELL DRUGS

  • @seanfenrir
    @seanfenrir 2 ปีที่แล้ว

    I find that human skin is very valuable. I usually don't bother organ harvesting and just butcher and sell raider skin and or meat for decent money.

  • @iliasshogenov5929
    @iliasshogenov5929 2 ปีที่แล้ว

    Yeah but whats the point in getting rich in a game that punishes u for being rich

  • @willsirwin9458
    @willsirwin9458 3 ปีที่แล้ว

    I love clothing as if youve got a bunch of cannibals its all good for the human leather, my only issue with it would be the storage of all of it. I haven't looked into it deeply enough to say for sure but feel like drugs would be higher $ stored per square compared to clothing?

    • @clnetrooper
      @clnetrooper 3 ปีที่แล้ว

      For an excellent corset, you can easily sell it to ~500 silver depending on the material and your social pawn.
      You also have to take into consideration that it'll train your crafters. Even more so if you have ideology and a production specialist, they'll pump out excellent and masterwork pieces of clothes like a printing machine and money will never be a problem. The only problem is the steady supply of material. Something that a few wool animals can do wonderfully.
      But, to answer your question, i think it's on par with the drugs for silver per square. Depends a lot on your crafters though.
      It's also really good silver per weight, so as soon as you have some you can load it on a caravan and come back with a lot of money or goods.
      Bonus point, i hunt a lot so it's a good way to get rid of all the useless leather i get from doing so. More caravans buy clothes than leather.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      Scypio answered it pretty well. At lower crafting qualities, drugs will always be king but if you have really good crafters, then clothing can easily compete and surpass drugs in most metrics.
      If you are interested in maximization of silver per square, Drugs are really hard to beat. A stack of 400 flake is worth 5600 silver. Some high quality material clothing and grand sculptures can beat that but its rare.

    • @clnetrooper
      @clnetrooper 3 ปีที่แล้ว

      @@OneHunchMan Well, vanilla stack size for drugs is 25. So for flake that would be ~350 silver per stack.
      Of course if you're using mods that increase stack size, you're kind of cheating since clothes can't be stacked.
      On top of that, selling clothes has so much more advantages that it's hard to pass on that.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      @@clnetrooper So I went off the wiki for that estimation but I check in game with no mods and the stack limit for yayo and flake is 150 each, giving 2100 silver per tile for flake and 3150 for yayo.

    • @DapiroStanislav
      @DapiroStanislav 3 ปีที่แล้ว +1

      Would be good combination to harvest organs then butcher corpses for leather clothing, combining methods №5 and №2.
      *Geneva Convention want to know Your location*

  • @cnaizhen
    @cnaizhen 3 ปีที่แล้ว

    Thats why production specialist (ideology dlc) is too OP. +1 crafting quality is too hard to beat.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      It is pretty good for sure

  • @Sad_Sisyphus
    @Sad_Sisyphus 3 ปีที่แล้ว

    Thank you

  • @allrisk7319
    @allrisk7319 2 ปีที่แล้ว

    great video

  • @hottox8861
    @hottox8861 2 ปีที่แล้ว

    You mean to tell me i've sacrificed countless lives to the process of organ harvesting when the solution to my silver problem (made a hospital and research building and sterile tiles are painfully expensive) was art?

  • @boon5590
    @boon5590 3 ปีที่แล้ว

    Liked and subscribed

  • @bozomori2287
    @bozomori2287 3 ปีที่แล้ว

    Thanks

  • @pumpkinspice5848
    @pumpkinspice5848 2 ปีที่แล้ว

    My dude i have a fucking heat wave, summer i hate it irl and rim world

  • @titaniumwolf1123
    @titaniumwolf1123 ปีที่แล้ว

    Also... All things are guaranteed to succeed in RimWorld. With but a push of two simple buttons and a reboot

  • @Veto2090
    @Veto2090 3 ปีที่แล้ว +1

    Yayo is better than Flake because it sells for more and can be used on your own pawns to combat mental breaks.
    It takes more time to produce but is a better cost-effective wise not only in the lower number of psychoid leaves required to make it, but the lower amount requires less walking and storage times to manage it, and the added benefit of utility on your own people.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +1

      Hey Veto, I have done lots of research on this exact comparison and Flake is strictly more money per Psychoid leave and is better profit per work. I totally agree on your usage points, especially compared with how awful Flake is to take but financially, Flake is king in metrics such as profit per leaf and profit per work which are usually what people seek to maximize

  • @alscaldes9200
    @alscaldes9200 2 ปีที่แล้ว

    hi tyler

  • @Cloud_Seeker
    @Cloud_Seeker 2 ปีที่แล้ว

    Well this video is a complete lie. It doesn't even mention mining and the long ranger mineral scanner. Why make dusters when you can just scan for a huge silver deposit? You do it for components anyway.

  • @robertwildschwein7207
    @robertwildschwein7207 2 ปีที่แล้ว

    Organ Harvesting is fun

  • @0smartask0
    @0smartask0 3 ปีที่แล้ว +1

    you sound like ben stein, so monotone

  • @hungushumongous3019
    @hungushumongous3019 3 ปีที่แล้ว +1

    edgyness aside, where does butching people come into play? its free money for 6- mood

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      I feel strange answering this but at this point I am already on a few lists with all the drug videos I made lmao. Each body butchered gives 140 human meat (280 silver) and 75 human leather (315 silver). This means if you can sell the prisoner, you almost always will get more silver from them but a raid hit your base and there are 10 dead bodies lying around, that is technically almost 6000 silver just being wasted.

    • @DSlyde
      @DSlyde 3 ปีที่แล้ว

      @@OneHunchMan it's worth noting that butchering isn't mutually exclusive with organ harvesting so comparing butchering only to selling prisoners directly isn't really fair. Missing the organs reduces the total yield from butchering but it's still additional profit on top of the harvesting profit.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว +1

      @@DSlyde Good point, you can definitely double dip

  • @Quinn_Dissglerio
    @Quinn_Dissglerio 2 ปีที่แล้ว +1

    Interesting video, but pleeease, do somthing wich your voice! It sounds like you will fall asleep every second while you are reading this text! (And pls dont sound like you are reading a text also if yo do!)

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Next video ill smoke a pack of darts beforehand to add some treble to my voice

    • @Quinn_Dissglerio
      @Quinn_Dissglerio 2 ปีที่แล้ว

      @@OneHunchMan Sounds great, i im excited to hear that :)

  • @ikhairi83
    @ikhairi83 3 ปีที่แล้ว

    nah. get a colonist with 7+ animals. start taming and sells them.

  • @coldiceEVO
    @coldiceEVO 3 ปีที่แล้ว

    Money itself is irrelevant, amassing military power is.

    • @OneHunchMan
      @OneHunchMan  3 ปีที่แล้ว

      but money can buy military power!

    • @coldiceEVO
      @coldiceEVO 3 ปีที่แล้ว

      @@OneHunchMan Or directly work for components for turrets.

  • @lewiskelly14
    @lewiskelly14 2 ปีที่แล้ว

    Bored

  • @christophersenge3145
    @christophersenge3145 2 ปีที่แล้ว

    And the winner for most boring, most monotone personality is......

  • @lordheadass8310
    @lordheadass8310 6 หลายเดือนก่อน

    Each have its pros and cons.
    Organs require huge initial investment for the hospital anf training the pawn, then the upkeep cost of medicine and prisoners. But its good money to make from bad pawn or when you're not taking new colonist. And it gives your doctor something to do
    Devilstrand require no invesrment, little mainternace anf upkeep while making huge profit. But that shiz takes forever. And one bad lightning storm can ruin your harvest. Plus it skyrocketed your colony's wealth after a harvest so you have to prepare to face much bigger raids.
    Drugs takes a lot of of works, and takes away your cook or crafter in a small colonh. From planting, harvesting then processing the drugs, it is a very labor intensive process and health hazard if someone have a drug binge. But, exstreamly profitable and light, best money maker for caravan trades.
    Clothing i think should be much further down the ranks. It is drugs but worse. It is labor intensive and takes up a lot of storage space. The clothing and weapon drops from raids already clutter the base so adding more go the pile makes it hard to organize.
    Art is just great all around. Initial investment is practically nothing, just sticks and stones. It is labor intensive but it doesn't take away pawn from other jobs cuz art is a seperate skill. The statues are heavy so bad for caravan, but it worth so much than you can buy out an entire colony stock witj one caravan full of high wuality art.