On Wild's Bad Side
- Points
- -1
- Type
- Drawback
- Official description
- All upgrades from Wild's Network cost 10% more. Insurance costs 50% more.
On this page
How it works
Insurance ×1.5: about 420 credits more by day 48 on Mark Up (about 1,550 on Thin Margins, about 3,380 on Red Ink), and Wild's Network upgrades +10%. With Vigilant you never buy insurance, so only the 10% remains. Cannot be combined with Wild's Favorite.
With Vigilant
Rating
One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more.
On Red InkNetwork prices are doubled and insurance tripled before these surcharges. A long expansion plan makes the point especially expensive.
Ratings by specialization
- Rating
- One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more.
- Rating
- Water Merchant can need taps, processing access and buyer development. Increasing those purchases for one point works against establishing the water route.
- Rating
- One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more.
- Rating
- One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more.
- Rating
- Hydroponic Farmer's expansion can include water, genetics, wine and demand upgrades. The recurring purchase surcharge is poor funding for that long plan.
- Rating
- Gunsmith needs to fund permit progression and parts with little starting cash. More expensive permits and other network purchases reduce that reserve.
- Rating
- Weekly cartel deliveries alone do not require crime-control upgrades. Weigh the returned point against higher network purchase costs; starting protection can avoid insurance, but not the upgrade surcharge.
- Rating
- One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more.
- Rating
- Aquafarmer has a small opening reserve and costly water, power and later species plans. One point is poor compensation for making those unlocks more expensive.
| Specialization | Rating |
|---|---|
| Apprentice | B One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more. |
| Water Merchant | C Water Merchant can need taps, processing access and buyer development. Increasing those purchases for one point works against establishing the water route. |
| Fence | B One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more. |
| Rock Bottom | B One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more. |
| Hydroponic Farmer | C Hydroponic Farmer's expansion can include water, genetics, wine and demand upgrades. The recurring purchase surcharge is poor funding for that long plan. |
| Gunsmith | C Gunsmith needs to fund permit progression and parts with little starting cash. More expensive permits and other network purchases reduce that reserve. |
| Chemist | C Weekly cartel deliveries alone do not require crime-control upgrades. Weigh the returned point against higher network purchase costs; starting protection can avoid insurance, but not the upgrade surcharge. |
| Rat Wrangler | B One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more. |
| Aquafarmer | C Aquafarmer has a small opening reserve and costly water, power and later species plans. One point is poor compensation for making those unlocks more expensive. |
Perks that work well with it
- Vigilant
Never buying insurance removes that surcharge, leaving only the network purchase cost. Accept both only if the remaining surcharge is budgeted.
Numbers by difficulty
| Price Gouge | Mark Up | Thin Margins | Red Ink | |
|---|---|---|---|---|
| Extra insurance (estimate) | 420 | 420 | 1,550 | 3,380 |
| Store Renovation I–III (without→with this perk) | 2,250→2,475 | 2,250→2,475 | 3,375→3,713 | 4,500→4,950 |