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πŸ’° Trade & Economy

πŸ“‘ Orbital Trade β€” Make Money Without Leaving Home

Orbital trading is the most basic way to do business in RimWorld. You don't have to move a muscle β€” just sit in your base and wait for trade ships to come to you.

ComponentDescription
Orbital Trade BeaconPlace it in the middle of your stockpile area β€” only items within its coverage can be sold
Comms ConsoleNeeds a pawn to operate it to call / answer trade ships
Ship TypesGeneral trader (buys anything), weapons trader, slave trader, rare goods trader
Call Ground CaravanSpend 700 silver to call a ground caravan from a friendly faction (via comms console)
GiftingLaunch gift pods at faction settlements to improve relations β€” better relations mean more frequent trade ships
πŸ’‘ Tip: The orbital trade beacon's coverage is a circle β€” place it between your freezer and warehouse to cover both zones with one beacon.
🧊 Freezer Covered βœ… πŸ“¦ Storage Covered βœ… πŸ”¨ Workshop ❌ Not covered πŸ₯ Hospital ❌ Not covered πŸ“‘ Orbital Trade Beacon Place beacon here β†’ covers both sides
β–² Place the beacon between the freezer and storage β€” one beacon covers both critical stockpile zones. The workshop and hospital don't need coverage (you won't sell workbenches or medicine).

🐫 Ground Caravans β€” Go Out and Do Business

  • Forming a caravan: On the world map, select pawns + animals β†’ choose "Form Caravan" β†’ they'll gather supplies automatically
  • Mounts matter: Horses / donkeys / dromedaries increase caravan speed. Without mounts, travel is painfully slow
  • Danger on the road: Caravans can be ambushed en route β€” bring some weapons and medicine
  • Better prices: Trading at friendly faction settlements gives better prices than orbital traders
  • Gifting diplomacy: Bring goods to factions as gifts β€” one trip can boost relations significantly
  • Pre-departure check: Enough food (caravans eat on the road), enough medicine, check the season (winter slows travel)

πŸ“Š Wealth & Raid Difficulty

This is the core mechanic every RimWorld player must understand β€” every point of your wealth determines enemy strength.

Wealth SourceDescription
Building WealthEvery wall, every floor counts β€” don't over-decorate
Item WealthEverything stored in your stockpiles counts β€” don't hoard
Pawn WealthEvery colonist, every bionic implant counts β€” bionics add a lot of wealth
Animal WealthYour animals count too β€” don't keep more than you need
Raid PointsWealth converts to raid points β†’ determines how many enemies come and what gear they bring
⚠️ Core Logic: If your wealth grows faster than your defenses, you're dead. Hoarding is the #1 cause of death for new players. Before you have solid defenses, don't mine like crazy and don't pave floors with gold.

πŸ’± Trading Tips

  • Best things to sell: Drugs (flake / yayo / wake-up) > Sculptures (large marble sculpture) > Clothing (duster, leather) > Organs (use with caution β€” affects mood)
  • Worth buying: Components (too expensive to craft early on), Industrial medicine (stock up mid-game), Shock lance / Shield belt (from rare goods traders)
  • Price factors: Pawn social skill (most important), faction goodwill, pawn health (missing hand/eye = social penalty)
  • Don't sell: Advanced components (you'll need them later), Uranium (power armor), Plasteel
  • Emergency cash: Smelt unwanted weapons for steel, disassemble mechanoid corpses for components + plasteel

πŸ—οΈ Drop Pod Logistics

  • Basic principle: Drop pods can launch supplies to any location on the map
  • Use 1 β€” Gifting: Launch gifts at friendly settlements for instant goodwill boost
  • Use 2 β€” Resupply: Caravan ran out of supplies on the road? Launch drop pods from base to resupply
  • Use 3 β€” Transfer: Move supplies between multiple bases
  • Fuel: Drop pods need fuel (chemfuel), refined from wood / food at a refinery
  • Batch launch: Can't fit everything in one pod? Deploy multiple pods in a salvo