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📊 Wealth Management

🤯 RimWorld's Most Counter-Intuitive Mechanic — Richer = More Danger

In most games, hoarding resources = getting stronger. RimWorld flips this: your colony's wealth directly determines raid size. Stockpiled 500 fine meals? 500 gold bricks? 300 pieces of stripped tribalwear? Every single one is silently recruiting more raiders for your next attack.


New players often ask: "Why are raids getting bigger when I haven't done anything?" — Because your freezer has been doing the recruiting for you.


The core formula in one line:

Storyteller Wealth = Item Value × 100% + Creature Value × 100% + Building Value × 50%


Key insight: Buildings only count at half value. Money spent on walls, floors, and furniture contributes far less to raid strength than hoarded items. This is why "build defenses" always beats "hoard loot."

🧮 How Raid Points Are Calculated

The game converts Storyteller Wealth into Raid Points, multiplies by difficulty, then uses those points to "buy" raiders.


Storyteller WealthWealth PointsWhat This Looks Like
0 – 14,0000Fresh landing, wealth barely affects raids
50,000~310Early colony, few rooms + basic supplies
100,000~620Stable mid-game, freezer + workshop
200,000~1,240Thriving colony, multiple buildings + stockpiles
400,0002,400Diminishing returns begin—extra wealth matters less
1,000,000 (cap)4,200Hard cap—wealth stops increasing threat

Then multiplied by difficulty threat scale:

DifficultyThreat Scale~Wealth per extra tribal raider
Adventure Story60%~$5,700
Strive to Survive (default)100%~$3,400
Losing is Fun220%~$1,550
Custom 500%500%~$680

How points "buy" raiders:

  • Tribal warrior ≈ 30-60 points each
  • Well-armed pirate ≈ 90 points each
  • Scyther ≈ 150 points each
  • Centipede ≈ 400 points each
💡 Key takeaway: On Strive to Survive, every ~$3,400 of extra hoarded goods = one more tribal raider. On 500% difficulty, just $680 adds one. At high difficulty, wealth management isn't optional—it's mandatory.

📋 What Counts as Wealth (and What Doesn't)

✅ Counts as Wealth❌ Does NOT Count
All haulable items on the map (including forbidden)Unmined ores, stone chunks, meteors
Tamed animals, colonists, prisoners (100% market value)Unclaimed ancient danger walls/items
Floors, walls, furniture (at 50% value)Mech cluster buildings (unclaimed after defeat)
Corpses (~$250 each fresh), tainted clothesRotten/desiccated corpses
Items in pawn/prisoner/animal inventoriesItems on caravans outside your map
Items in cryptosleep caskets or transport podsBonded persona weapons (zero value)
Uninstalled furniture (at 100% as an item)Guest inventories and equipment
Research levels and psycasting levels

📉 Wealth Control — Less Is More

Wealth management isn't about living in poverty—it's about not hoarding useless stuff. Six practical strategies:

1. Don't Overproduce

  • One colonist eats ~20 raw food/day. A 5×5 growing zone feeds one colonist for a year. Don't plant 30×30 fields and let thousands of rice rot in the freezer
  • Don't mine every ore vein on the map—ore in the ground doesn't count as wealth until you mine it
  • Don't mass-produce drugs or meals you won't use or trade soon

2. Destroy Junk

  • Burn corpses, smelt unwanted weapons, burn tattered apparel
  • Let unwanted items rot in water (fastest deterioration rate)
  • Use frag grenades or molotovs on junk piles
  • Caravan trick: form a caravan → load junk onto pack animals → leave the map → drop items on the world map

3. Gift Surplus to Factions

  • Send excess food, leather, drugs, and silver as gifts via transport pods
  • Destroys wealth while boosting goodwill—high enough goodwill lets you call for military aid
  • Two birds with one stone: less wealth + stronger alliances

4. Combine Rooms

  • Merge dining + recreation + barracks into one impressive room. One set of sculptures boosts three room types simultaneously
  • Throne rooms and ritual rooms can also combine with dining/recreation

5. Let Weapons Degrade to 50% HP

  • Weapons at 50% durability = only 10% of their market value, with zero loss of function
  • A legendary charge rifle drops from $4,010 to $401—that wealth reduction alone is worth about one fewer tribal raider
  • Let unused weapons naturally degrade or disable repair on them

6. Park Wealth in Caravans

  • Items on caravans don't count toward colony wealth
  • Park a colonist with pack animals at a friendly faction base—ambushes are impossible there
  • High-value items you don't want to sell (resurrector serums, healer serums) can sit in a caravan indefinitely

💱 Wealth Investment — Convert Wealth into Combat Power

If you can't control wealth, convert it into defense. Trading always loses market value (buy/sell spread), so spending money = reducing wealth. The key is spending it on the right things:


Buy ThisWhyPriority
Doomsday/Triple Rocket LaunchersSingle-use, wipes entire raids. Consumed = permanent wealth reduction⭐⭐⭐⭐⭐
ComponentsAlways in demand. ABC—Always Buy Components⭐⭐⭐⭐⭐
Psychic Shock/Insanity LancesSingle-use emergency crowd control. Gone after use⭐⭐⭐⭐
Animal PulsersSingle-use, summons all wildlife to fight for you⭐⭐⭐⭐
Low-Shield PacksSingle-use defensive bubble⭐⭐⭐⭐
Skilltrainers & PsytrainersConsumed on use, permanently improves pawns⭐⭐⭐⭐
Better Weapons & ArmorImproves every colonist's combat power. Weapons can degrade to 50% to further reduce wealth⭐⭐⭐
Turrets + Mortars + BarrelsPermanent defense investment. Buildings only count at 50% wealth⭐⭐⭐
Advanced Components, GoldEssential for late-game crafting, high value in small quantities⭐⭐⭐
Bonded Persona WeaponsZero wealth value! Ultimate investment item⭐⭐⭐⭐⭐
💡 Core mindset: A gold brick sitting in storage = pure threat increase. A doomsday rocket launcher = reduced wealth + increased combat power. Always convert dormant assets into consumable combat capability.

🔧 Don't Want to Manage Wealth? — Wealth-Independent Mode

If micromanaging wealth feels tedious or counter-intuitive, the game gives you an escape hatch:

  • Wealth-Independent Progress Mode: Enable in custom difficulty settings. Raid strength scales with time passed instead of colony wealth, linearly increasing to a cap of $1,000,000 at a configurable year
  • Pros: You can hoard, decorate, and build a luxurious base without your stockpiles summoning armageddon
  • Cons: The game rhythm changes—if you develop slowly, raids will still get stronger on the timer and you may not be ready
  • Where to find it: Options → Gameplay → Custom Difficulty → Enable "Wealth-Independent Progress Mode"

If you want to play a peaceful farming colony on 500% difficulty, this is your only option.

📈 Check Your Wealth Graph Regularly

Make it a habit to check your wealth trend periodically:

  • Where to look: History → Statistics tab → Wealth graph
  • What to watch for: Is the wealth curve rising smoothly, or are there sudden spikes (e.g., mining a gold vein, a bumper harvest)?
  • If you see a spike: Immediately clear inventory—gift, destroy, or trade for equipment
  • General rule: On Strive to Survive and below, as long as you're not deliberately hoarding, your wealth will naturally grow alongside your defenses. No need for excessive anxiety

Common Misconceptions

  1. "I must stay extremely poor": Not necessary. On Strive to Survive and below, normal progression requires zero deliberate wealth management. The point is not hoarding useless junk, not avoiding development
  2. "Floors and walls massively increase raids": They don't. Buildings only count at 50%. It takes 5,000 wood floor tiles to add one tribal raider (Strive to Survive). Decorate freely
  3. "Forbidding items removes them from wealth": No. All haulable items on the map count, whether forbidden or in a stockpile or not
  4. "Uninstalled furniture doesn't count": It counts MORE. Installed furniture = 50% value. Uninstalled as an item = 100% value
  5. "New players can't handle 500% difficulty": They can, but only by understanding the wealth system. At 500%, every $680 adds one raider—ignoring wealth is suicide
  6. "Recruiting more colonists spreads the wealth impact": The opposite is true. Each colonist IS wealth, and they also add separate pawn points. A colonist's combat contribution must exceed their wealth contribution to be worthwhile