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[Survey] What's your colony wealth?

Hey all!

I'm designing some stuff for Megacorps mod. In order to do a good job, I need to know what wealth levels your colonies are, and what have you achieved in them.

I'd like you to go and check your running colony, go into the History tab to see the overall wealth (total, pawns + buildings) of your colony, and then select that option here.

Then, in the comments section of this post, tell us which option you picked, and what do you have in your colony. Like, what your achievements are. Are you fully self-sufficient? Swimming in resources? Impenetrable defenses? High ranking nobles? Massive medieval city?

The more accurately you explain your power level on your wealth level, the more accurately the megacorp will respond to your actions once the mod is released!

Comments

around 500k, at 30 pawns. I develop very "wide". huge shortages of most goods (food, weapons, armor) and mostly get by on cannibalism and tainted clothes.

The Mechanical Music Man (movkeyb)

I use a small number of mods, so my colonies are usually around 400,000 wealth with about 14 colonists. I only focus on investing in my pawns, so they all have the best bionics and armor and guns, but my base tend to be small in size and have a small number of buildings. I never rely on a large number of turrets to win, but rather on psychic abilities, shield backpacks, and also rely more on low wealth fighters like ghouls. I like to play games with 500% raid points, so I kinda formed a habit of limiting the wealth. It's hard for me to imagine what it would take to get to 1 million wealth, there aren't a lot of high wealth buildings or equipment within the basegame...

Zita2046

Well over 1.5 million. I always strive to have the richest base possible, and play on a fairly low difficulty so it doesn't become agonizingly unfair.

Kirboh

Currently at 11.6 million. Two colonies (main and SOS ship-building base). Basically everything is built, except for Anomaly-related stuff that I will later explore again after completing the SOS2 storyline. Business is running very smoothly. We supply replacement organs from "organ donors" as well as selling off excess cloth and whatever unneeded/undesirable things that raiders leave behind. I use SRTS and have the Genesis so trading is extremely easy.

Silverskene

around 175k (100k - 400k) about half of that is buildings, and not self-sufficient. I'm regularly buying components and steel to fuel my vehicle fleet and mechanitor. Good defenses, and don't have to worry about mechs, so have a mobile fighting force and artillery to handle raids and infestations. I have a Praetor and 7 other colonists, 1 a baby in a growth vat

David Marr

1.6m in a nearly 10-year-old colony. I'm sitting on excesses of everything, to the point I sell off gold and plasteel in chunks of 1000 at a time in order to buy rare (and usually modded) archotech items in bulk. Fourteen colonists, plus two in cryptosleep; the active colonists have no fewer than 20 bionics each, a decent chunk of which are archotech. Everyone is kitted out in devilstrand apparel and multiple layers of shielding, as well as outfitted with a long-ranged weapon (between 31-66 range). Five of my colonists are psycasters in order to reposition allies and chain-incapacitate enemies who get too close to the firing line. Four of my colonists have Imperial permits for the sake of calling transport shuttles and dropping combat squads on difficult enemies; the transport shuttles are handy for destroying pirate bases, which boosts goodwill with allied factions, so that I can spend that goodwill calling for traders. Two of my colonists are mechanitors, solely for the purpose of having Lifters, Cleansweepers, and 73 bandwidth worth of diaboli and shield-generating mechs as a frontline during combat. I also keep ~20 prisoners at any time for the sake of sampling their genes, giving my doctors practice, and softscanning/ripscanning; I'm considering turning all my permanent prisoners into sanguophages so I can rip out their hearts and stop feeding them, but this is an unnecessary level of optimization. Average bedroom impressiveness is 102, but I am running a mod that reduces the value of floors which seems to also incidentally make fine flooring not contribute to room impressiveness. Power generation runs at 62kW, with an excess of 26kW in order to power the magnetic shield from RT Solar Flare Shield. Defenses are "adequate" but not overwhelming - there's a smattering of uranium slug turrets and mini-turrets on the base perimeters, a lack of defensive walls, and I rely on either being able to quickly rally combat mechs to the attack point or just skipping them over if they're too slow so they can tank for the turrets and colonists. An open-facing ranch with expendable quickly breeding animals (currently alpacas, formerly chickens) also acts as a defensive line since raiders usually get distracted trying to slaughter them instead. All of this is in preparation to eventually activate the Anomaly monolith and max out the game's difficulty sliders.

Terry Tarquin

130k, about 1.5 years, but I gave myself a few Masterwork items, to play on Losing is Fun, just because. Roughly 5 clones about to be decanted, because that was also part of the start; 1 colonist, hermit population cap from Dynamic population, with lots of cloning, and also some learning assist. But I also just got a Bionic womb, so I might birth som proper colonists via that. Also wayyyyy too much food. (9k pieces, mostly corn.) Haven't got far into the mech tech, just standard, and about to switch to Belicors instead of Militors. Main colonist is roughly 16% of the value of the colony, due to some Archotech parts, most notably a Archostack (Altered Carbon mod). The armor worn is another 10%, so a real cheaty start here. Don't know if that's something that should be part of any considerations. Not a lot of fighters, so the militors get wasted every fight, more or less. gestators constantly working overtime. Edit.: Not even playing Randy, yet he had enough of my shenanigans, so he sent a psychic drone for me, and my main colonist is now -100 mood, and quite stabby.

Nutterbutter

I like to play really long games, normally starting at paleolithic (VE tribals) on adventure mode with ambient horror enabled. Most of the mods that I use are VE but I also really like what Detvisor and Helixien get up to, so ive got a far amount of their stuff to. What ive noticed with my setup is once I hit the industrial tech level my colony wealth can (depends on my choices) spike rapidly, where talking 1mil to 3+mil in just roughly 2 in game seasons if I go overboard.

Kintyj the aardvark

250.000-400.000: Leading a 12 man strong Imperial Guard Outpost on a very hostile planet. We have power sorted as the ground is rich in chemfuel but we are scrounging for ressources everywhere they can be found. We have just enough food but the beer and coffee tends to run out too quickly. We have had plenty of casualties, but have voluntold new recruits to join us. Please send reinforcements and booze.

Dr_NANO

I play 500% so its basically be frugal until I get to the raid cap; which happens super fast at around 200k. Usually everyone gets an assault rifle + flak gear and a triple layer wall. After that I usually end up with a colony that covers 60% of the map. multiple mechanitors, multiple nobles, 30+ mechs , and army of thrumbos, 20+ colonists in full cata and bionics. It less about surviving and more about doing all the cool stuff you can't really do much of in the early game if you play 500%.. like quests

saltychipmunk190

usually on the lower end - the problem is, my wealth usually vastly overshoots my combat capabilities, so recently I started to use mods to check for colony wealth diffeerently

Seisho

1.5M wealth. We are a little group of high nobles, with some citizen workers for key positions. Slaves do the simpler tasks. Currently the goal is raising a vatgrown super gene tailored army for Defence. All non slaves are too irreplaceable skillwise and we don’t wanna give the slaves weapons. Till the clone army is done we rely on imperial and allies help for Defence and exploiting mech clusters while we bury in our mountain

Dropster

I am currently at 1.2 million for my most recent run which has been going on for a little above 600 days. I often play with the SOS2 mod which basically takes over my late-game once I launch a ship into orbit. Much of my wealth comes from large stacks of expensive resources such as plasteel, uranium, components, and advanced components since ship upgrades require huge amounts. My ship is largely self-sufficient with onboard farms, fabrication benches, and some factory modules from the VE Mechanoids mod. Most of my crew are equipped with spacer-level gear at excellent or above, as well as bionics. I have 40+ colonists including infants, but most of them are staying in cryptosleep right now to conserve food.

Oculemon

Low end of the 250k-400k option, and playing on Adventure Story. It's mostly self-sufficient but the defenses are poor/the raids are starting to get to be too much. Built a village with happy little meeples is the playstyle lol.

Roxy

I mainly aim for total self-sufficiency in all regards. This, combined with mods that let me produce almost everything I require, naturally leads to a value in the millions. My games usually last for roughly an in-game decade.

Nova Solarius

Personally, I like doing the Archonexus quest and resetting every now and then, usually at around the £400,000 mark. I'm a big fan of bionics / gene modding, and having multiple families within a colony like a real-life (albeit underground) village. When I do move on, I only take colonists born in that map forwards. In terms of products, most processes are done manually (maybe one mechanitor for cleaning and one Gauranlen tree for hauling) with equipment usually being produced at excellent+ tier. I keep stocks of most resources, but I often run out of steel. As for nobles, usually one Count and several Praetors, but most people are (VPE) psycasters via the anima tree.

Jack Coles

I agree, most of the time I prefer to run a small estate, which is not only kind to my computer processor, but also kind to my brain (handling tactical actions of more than 20 people is too tiring)

卓 徐

The game time is about 4 years, and the wealth is ¥178,000. I admit that I am developing slowly, but I have not developed any gene, biotech or mechanoid buildings yet. Maybe in another 4 game years, my wealth will double because I have a clone & mechanoid army.

卓 徐

this is an extremely difficult thing to gage theres two main reasons why these answer to this question are gonna vary the 400k voters are likely minorly modded, VE only, or completely vanilla (but since this is the VE patreon we can certainly assume everyone here has some form of modded), most of the 1-1.5 million voters are likely people with a large amount of mods i personally never reach past the 2-3 million mark unless im using something like replimats or regeneration bed mods that are worth 400-700k. as of current my highest value WITHOUT mega value mods (IE replimats) is 3 million and with that i had fully automated resource farming, high speed automated and roboticly run drug and food production, large scale nuclear power and power storage, a fully setup high stellarch (including two archostellarchs) [probably used the wrong name], fully setup and fully automated defenses capable of holding off 80-90 person raids without any internal damage to surrounding structures excluding defensive postions, a 5 man death squad loaded up on as much cybernetics as physically possible (this includes the use of modded cybernetics) and capable of soloing settlements single handedly without the use of drugs or lumcifarium stimulants, every room zone or area being maxed or near maxed on all room stats, every basic need of my colonists being meet more or less ten fold with almost every colonist being at full mood even with a -40 psy drone, a large sweep on air and land transports of both the armed and unarmed varity, multiple robotic assault units, a full team of robotic guards, a fully setup hospitality hotel hospital and shop, as well as multiple high value statues employed in locations like rec rooms and dinning rooms (as well as normal rooms) (please note this is also on a playthrough with about 200-300 mods on it so a lot of these items arent balanced to vanilla which is why is said this question is hard to answer)

you tried

310 000 at the moment. Defenses are a huge problem because I'm playing with a mod that doesn't let me use gear I don't have the technology for along with a mod that only let's me pick one of 3 tech at any given time. Struggling with raids and seriously short on steel at the moment. 13 pawns total with 4 of them children and two mechanitor and one Lady with a pretty impressive set of psychic powers.

Mathieu Lalonde

A lot 😭

Blue Pearl

Uh… Uh…

Blue Pearl

285,000, I play really inefficiently and on low difficulty but that's at the benefit of not dealing with making killboxes or devolving to making super-cannibals etc. The base is rather large and well-made despite the lower end of wealth compared to the millionaires here, oddly enough.

Simbach Vazo

real ruins mod... need i say more lol

dan surratt

With a combo of mods and being a colony over 5 years old with over 20 colonists, I have multiple times had wealth over 3M and generally prefer super late game base building. I think I am super niche though, and most would not see past 2M.

Zakory Slingerland

280 000, day 164, 6 (5baseliner, 1animusen) colonists, 1 ghoul. 1 mechanitor with a few mainly worker mechs. 3 VPE psycasters (1 skip, 1 techno, 1 night, all almost done with their tree). Assault rifles, one charge lmg (came with the pawn), flak gear and a couple of sets of janissary armor. No bionics etc yet. 4 prisoners getting their genes sucked out. A revenant and a chimera captive. Perimeter wall with a couple of fighting positions (I don't do kill/burn/etc boxes), a big, well stocked barracks for hospitality guests, separate, but not fancy rooms for everybody (well the bathrooms are nice..), a nice common/recroom, crafting room, 'genesucking room', greenhouse(without hydroponics yet), research room, power from a rimfeller generator.. Sort of feeling like it has all the basic 'standard base'-stuff. Not quite self-sufficient (got probably even too much basic resources(food, steel, stone blocks etc), but can't build components yet, because I'm trying to avoid the standard 'first research advanced fabrication, then research everything else'-route this run so I don't have fabrication). I'd call the powerlevel 'not very high' for 100% threat scale: Raids/events generally go down fairly stress free to the assault rifles, some judicious skips and some tanking/meleeblocking help from the mechs and a couple of steel constructs from the psycaster, but I have to respect them, in particular when Randy suddenly feels doing a few in a row after sleeping for half a year.. As for achievements etc... I don't really know if there is anything noteworthy - this isn't a 'themed run' and feels like a 'stable early midgame'. I've mainly been spending my time hitting all the useful special/quest sites with the basic dropship from VVE, focusing on the deserter ones while slowly working up the tech tree.

Toilailee

485,000-550,000+ by day 90, largely due to hard-focusing on Microelectronics, Guns and Warcaskets as they became available and turning my colony leader into something just this side of unkillable through a mix of genetics and cybernetics. Many prisoners become Sarcophagus Warcasket Thralls, which tends to boost their overall value. Those that don't tend to be sent to the Quarries for resource mining.

Onikage-056

389 000, one colonist mechanitor, 2 slaves, 6 prisoners, running a spa/hotel, built in a cave system so not that many defences. Mid to high technology level, have a mod to lower floor value tough. Self sufficient with prison labor mod.

Iwona J.

770.000$ - but I have a mod that massively decreases the price of floors. I have build quite a big hotel with dining area with Hospitality and a smaller base that I use mostly as accommodation for my 13 pawns and as a storage area. This is a save with about a 100 or so mods and I have a some late game tech, but not nearly finished with the tech tree just yet. The buildings including the hotel are quite luxurious, also I have most production tables, but I don't have many animals, just my 13 pawns 2 horses a few driads and a cat. In terms of resources I don't horde too much, but planted way to many fields with various plants.

Ádám Földi

Colony wealth: approximately 870,000$ Colonists: 27, including 2 mechanitors, 2 entombed in warcaskets, 1 genetically modified super soldier, several psycasters (3 of them by nobility), 7 children and 1 ghoul. If the world were not currently under the influence of a “Long Night”, the colony would be self-sufficient. At the moment, however, there is a lack of food due to the circumstances. Because I completely lack self-restraint, 904 components and 273 advanced components are piling up in my warehouse. These (and 7200 units of steel) come from several vaults that I have looted. My fleet includes 1 Cherokee, 2 Louies and 1 Nomad (which is now showing some rust). Numerous bionic upgrades are still waiting to be installed. The entire settlement is surrounded by a protective wall with embrasures ([WYD] Reinforced Walls Resumed) and numerous turrets to defend against enemies. No kill-box. The story of my current run is my 5 main characters working their way through several settlements to the Archonexus because my main character faced the Void and touched it. His companions now want to share in the powers granted. (They may be mistaken in their assumption that the Archonexus will be a pathway to the evil machine intelligence in the Void. They'll try anyway.)

Deggial

1.200.000$ (With wealth management) ca.16 pawns, Military spaceship with civil spacemodules, self-sufficient Colony, plasteel Perimeter, Noble psywarrior, androids, mechs, bioferrit Farm.

Juan Miguel Zibell

Nearing 7 million colony wealth, but I'm playing SOS2 and have an end game Archotech ship that is more or less impossible to kill unless I really miss manage it. 11 colonists all heavily kitted out with both regular and modded bionics. Resources are gross at this point, 70,000 spare steel, 60,000 spare plasteel, 100,000 silver, 30,000 gold, 2,700 components, and so on. With all those resources it wasn't hard to put on a bill to make X gear until having 11 Legendary versions then pause when equipped. Once the Archostomachs started to show up and basically reduce hunger to 0.01% food production became more of a side hustle to scrap together more silver to hoard. Any other time I usually play with other mods that are more balanced against itself like Warhammer 40k mods which make bases hard to crack even if my pc wants to cry at the 500 tribals trying to kick in the doors, and those games still end up with easily more than 1.5 million wealth.

Derek

When I play RimWorld, I prefer to complete just one playthrough (unless I encounter early failures). I enjoy experiencing the full tech tree, starting from the earliest stages and progressing all the way to building a spaceship with SOS2. Typically, I surpass 1.5 million wealth by a wide margin because SOS2 adds a substantial amount of wealth. The duration of my playthrough varies depending on the run, as I often lower the base research speed to fully appreciate each technology. Research can progress quite quickly, so slowing it down helps me savor the entire tech tree. In my current colony, I have fully explored the tech tree and am on the verge of building a spaceship. My colony is largely self-sufficient, with abundant resources and strong defenses. We have high-ranking nobles and are on our way to establishing an impenetrable base. The wealth accumulation has made the colony prosperous, and I'm excited to see how the megacorp will respond to our impressive achievements once the mod is released!

Kenny Rodgers

The one I'm playing rn is at $460,000 and growing. Although I decided to play this run on an easier difficulty than usual, many of my previous colonies ended up being of a similar map-wide, self-sufficient prosperous city size. I usually hard-push for VFE mechanoids steel production, a solid border wall and many tier-1 mechanoids, so many of my saves have a solid backbone I can defend and build with. On occasion I try my luck running a satellite colony further out in the world, though it gets annoying managing the two often times. Hope this helps, and I can't wait for what's to come!!

Pinnothy

250k+ is when I start to feel like I'm rolling the game a bit or otherwise getting bored, which tells me I need something around that time to work towards

Thomas Pyke

I have a colony wealth of 3,218,298. Im on day 419. I have 25 colonists, 11 workers and 14 warcaskets, which are in cryo most of the time. I have an ungodly amount of resources and im running out of storage very frequently. My base is in the middle of a canyon and i have killboxes on the left and right side. I have gotten most of my wealth by getting weapons and clothes from raids, repairing them at the repair shelf (VFE - Spacer), then sending the repaired items in a supply slingshot (VFE - Ancients) and if i get plasteel, gold, or uranium i try selling them at the trading terminal (VTE), if not i put them in the slingshot again.

Boofdev

Day 540th 450k wealth 11 colonists Fortress base for inquisition 1/3 of the map Food self-sufficient but low stockpiles Power Stable at least 20 components Adv Components made as needed Large stockpile (3k+) of plasteel, steel and bioferriet. low gold and silver 5k chemfuel 18 Great Danes for meat 8 lions for combat

Marberguson

Not sure of exact number attached, but I tend to run colonies with as many people as I can manage and have a surplus of food as early as possible. I run mods that let me have nearly every ‘skilled leader’ position filled by someone.

Dragonin

I'm at 660,000 wealth right now, 8 years into this current colony. The theme for my run was "Militarized Techno Cult" with a big focus on using well armed and armored private army of androids as the chosen medium to interact with anomalies. They got two main battle tanks and two super drop pods to take them into battle, with two more tanks on the way, and the researchers hide behind several layers of protection performing their rituals. Every android at this point is armored with excellent or higher quality Spacer armor and weapons, a mix of marine, cataphract, and trooper with devilstrand underwear, and bionic augmentations. The armor configuration changes on their combat role. To be honest, my colony is getting a bit slow, so I'm gonna relocate to a smaller map and reset my wealth a bit while also hiding my android's presence with the firewalls, but I can't imagine my wealth ever dropping below 300k at this point. The research base is stuffed full with high tech furniture and underground, but it's also rather tight in an attempt to keep things optimal and well defended, the androids are the rapid response to any shenanigans the scientists get up to. The biggest weakness to the colony is probably the Neutroamine production and the neutrolopes that I gotta take care of.

Aev

$100,000. Learning Microelectronics. Food self sufficient, exploring new defense options. 6 colonist and 3 kids. Starting low and steady

Bruno Ribeiro

More than 1,500,000, a HUGE city-fortress (theoretically) self-sufficient. Due to the achievement of Vanilla Achievements Expanded of having 33 colonists, well, it ended up on a map of 275x275 with almost half occupied by my colony. I found a map with a huge mountain and drilled it all the way through, inside I have a huge field of mushrooms (and animals that eat them), numerous "houses", a massive prison, the huge temple, various workshops and warehouses, several entertainment areas, kitchen, distillery, two considerably sized hospitals (capacity of 12 patients each), two dining rooms, various laboratories for biotech and genetics stuff, school, library… all protected by a double outer wall surrounding what's left of the mountain except for the classic killbox that serves as an entrance, where several mechanoids, turrets and soldiers with advanced weapons and armor prevent possible dangers from passing (I also plan to set up a kind of SCP zone for anomaly creatures, but I haven't finished "the preparations" yet. I need a lot of space for the 30 entities!)

Yomi Darnes

$360,000. Whole focus of the colony is to be a luxury hotel for colonists and visitors via the hospitality mod. Got a restaurant selling food and drugs/drinks. A spa with all the things from Dubs hygene. A casino. Hotel rooms of various quality. Green houses for food. Workshops with most production tables, a garage for vehicles, and a xenogenetics room. And all the outdoors between the different buildings is made into grass and flowers, is actually indoors and climatised.

Crimson Lupus

1,100,000, I like large colonies, this one is at 40 people, working on defenses and outposts to become self sufficient. Started on vfe tribal and up to spacer tech.

Jack Bailey-Houston

150,000 but I play a pseudo-medieval mod pack, so it's going to be slightly lower than most bases

Brendan Steward

$2.600.000. I have 16 colonists of which 6 are slaves and 2 are children. The roleplay scenario I’m running with is that I’m a group of disgruntled senators that want to unify the planet and then join the Shattered Empire with the follow up scenario that once all the free colonists leaves for the Empire the slaves will be left behind and join the deserters in rebelion. I’m currently in the later stages of assanding the Great Hierarchy (my leader is currently a Despot) and I’m heavily into gene modification, psycasts and VFE - A superpowers.

AQUALord23

My bases are usually around 1,000,000 worth around mid-end game. Probably even more if the lag wouldn’t make it at some point unplayable. My current base is a mountain base with a heat box in front of a double shotgun tunnel. However, I use it rarely nowadays, since my Sanguophage is a Psycaster that focused on the Mind-Control, Hemo and Nightstalker branches. And a Royal… After a sun blocker landed, and I equipped him with Archotech weapons, he can single-handedly wipe out nearly any raid. Although this time I’m a bit overpowered, I usually end up with a double shotgun tunnel, roughly 16–20 pawns, and usually exceed the 1 Million in wealth. I enjoy expanding my bases sometimes too much =)

Sandro

I think getting access to megacorp could have several conditions. For example; a total colony wealth of at least 750K silver. Multi-part quest system (like in ideology relic quests) that starts with you hacking an ancient terraforming facility. Maybe attacking a mech-defended beacon left by the terraforming corporation (as a test to see who has the power to overwhelm their defenses and is therefor self-reliant enough to be entrusted with subsidiary status) and activating said beacon to contact them. Alternatively the beacon could be built when Advanced Fabrication and Starship Sensors are researched. Could end by hosting a Talent scout on a 3 day visit (seeing if you are truly a worthy subsidiary and not just looking for easy money). This could work like hosting quest for royals and other factions with some activists or tribals or whatever attacking you). This system could even be a reskin of the system in VFE-E allowing you to climb the corporate ladder like the Royal hierarchy with you gaining "promotions" (titles; Facility Manager, System Supervisor, Planetary Ecology Overseer etc) and a "bonus" (permit reskin) system with gene-equipment and android tech

Maurits Franken

350,000, day 67, and I'm a fortress base. I currently have 10 colonists, one android, a mechanitor with 6 constructors, and a small yak farm with 4 yaks. Generally speaking i am horrendous at colonly wealth due to lack of skill at controlling growth. I always have way too much stuff and people for that matter, and end up just carravaning everything or drop podding items for reputation. We are wholly self sufficient except for steel currently, and our biggest exports are lemonade and human leather clothing. On most playthroughs I hit 1,000,000 and about 20 or so people after 3-5 or so years.

Adamtomical

15 000 just startet it like 20 mins ago xD didn achive much in it yet

Josef Povoden

it’s a tiny research base (roleplaying run), i just stockpile too much and randy seems to be peaceful for some reason

Scyobi Empire

300,000, i suck at wealth management and my loot goblin tendencies from RPGs carried over into rimworld 4 colonists (one mechanitor), 2 ghouls and 2 prisoners i partly blame the gold cube for dropping 150 gold and many many statues and also bioferrite harvesters connected to 10 anomalies…

Scyobi Empire


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