Quote from: Shurp on January 16, 2017, 07:22:51 AMI too am a fan of selling joints. They just have so much going for them, and I feel they're a little bit exploity. Here's why.
If you have a good crafter, making cotton for him to work with makes financial sense. But why are you guys forgetting about Smokeleaf? *Everyone* can make them, and at 11s per 0.01kg it beats everything - even silver. In fact, now that I think of it, why am I even selling it? Everyone buys it, you can store 11x the value on a single tile... I should be stockpiling joints and using them to buy what I need.
And seeing as there is no interstellar DEA, why are joints so valuable?
1) It's easy. Joints are labor-intensive, yes... but it's bottom-rung unskilled labor almost anybody can do. If you have a Grower with 4 skill (and I hope you do) and anyone physically capable of crafting and hauling then you can start your own smokeleaf farm. Unlike most other options which require some level of skill, the barrier to entry to begin cranking out joints is so low you have to be careful you don't trip on it. Even tribals can do it from day one.
2) It's free. The only cost to setting up a smokeleaf farm is space - You need space for the farm, space for the stockpile, and space for the crafting spots. So, roughly the same as for any industry. However, you need nothing else - Other industries might get you more money for the work unit, but other industries also require things like power or steel or components to even start them. It's hard to go wrong with free.
3) It's convenient. Joints might as well have 'legal tender' written on every one because every caravan will buy them. You can use them in place of silver for most intents and purposes. Again, you can make more money per work unit by selling armchairs or parkas or even corn I hear, but it's much harder finding someone to buy it. With joints any old caravan or trader who shows up will be happy to relieve you of them until they run out of silver. This makes it very easy to amass huge sums of silver for the things you really want to buy.
4) It's useful. You know what one of the nice things about having tons of smokeleaf on hand is? Mental breaks aren't that big of a problem anymore. I forbid drugs to everyone so they don't burn through my stash, but I can authorize a hit or two in the event someone's on the verge of a breakdown. This gives me a nice bonus while pursuing economic security that most other crafts don't provide.
I've yet to find another good money-making method that offers as much as smokeleaf does. It might not be the best option in every single category, but unlike other trades which have advantages and drawbacks (beer has to be climate-controlled, armchairs and clothing tie up a high-skill pawn, corn is hard to sell, flake/yayo need expensive drug labs, etc) smokeleaf only has one drawback - high labor time - that's easily mitigated by the fact it's something all but the most useless colonist is capable of helping with. All in all, it just seems like the best general choice for economic independence.
