Kenshi.zoneWorld Encyclopedia

Money MakingReport

English:Money Making · Game Mechanics

From looting corpses to running a steel mill — the actual numbers, risks and skill side-benefits of the mainstream income methods at each stage of a Kenshi playthrough.

Kenshi has no quest rewards and no gold drop tables. All income comes from carrying something to a person willing to pay for it; the only difference is whether you are carrying junk off a corpse or steel bars off your own production line.

Before picking a route, ask one question: are you going to build a base? If not, do not touch Labouring or crafting — you will never use those skills; concentrate on scavenging and trade runs, where the Athletics, Strength and combat you pick up along the way are the real payout. If you are building a base, early mining and manufacturing are income and skill investment at the same time.

Methods by stage

StageMethodIncome per unit / jobRiskSkills trained
EarlyLure bandits into town guards, then lootA few thousand Cats per groupLowAthletics, Strength, combat
EarlyLooting gear in Bast (United Cities vs The Holy Nation brawls)A few thousand Cats per fightMediumStrength
EarlySelling people to slave traders400 Cats per head (500 Cats if handed to Rebirth instead, or +1 Holy Nation relations)LowStrength
EarlyMining copperDepends on the markupLow (mines are in the wild)Labouring, Strength
EarlyRandom bounties on wandering banditsAbout 2,000 CatsLowStrength
MidThe booze loop trade runAbout 7,000 Cats per lapMediumAthletics
MidHashish smuggling75% at source → 1200% at destinationMedium-highAthletics, Stealth
MidStealing blueprints and boozeThousands of Cats per itemHigh (that shop is lost forever)Stealth, Thievery, Lockpicking
MidRaiding Beak Thing nests for eggs4,200 Cats eachHighAthletics, Stealth
LateScavenging ancient ruinsCPU Unit 6,000 Cats, Power Core 3,000 CatsHighCombat
LateLeviathan Pearls12,000 Cats per beastExtremeCrossbow, Turrets
LateNamed bounties20,000–100,000 CatsExtremeCombat
BaseRefining Skeleton Repair Kits2,274 Cats eachNoneRobotics
BaseA Steel Bar production lineAbout 33,048 Cats per day per refineryNoneLabouring, Science
BaseMass-producing BandanasAbout 272 Cats per hourNoneArmour Smith

Early: your assets are other people's corpses

Early characters cannot beat anything, so the standard play is borrowing a blade: lure a hostile squad in front of the town guards, wait for the fight to resolve, then move in and loot.

TipIf a Holy Nation patrol attacks Drin, they accrue a 500-Cat assault bounty for fighting inside town, and another 500 Cats each time they recover and re-engage; a single Paladin can stack up to 1,500 Cats. There are two empty cages on a roof in town — stuff them in and collect.

Do not buy gear early on. The buy/sell spread is brutal (see Economy and Trade): loot what you can, and where you cannot, make do with Prototype or Shoddy light armour.

Mining: the only income you can leave running

Ore deposits are all over the map, but Raw Iron is worth half what raw Copper is — so mine copper.

Each node supports 1–3 workers depending on its size, and holds a maximum of 5 units of output before it is full. The method is to find a town where copper is marked up over 100%, then find the nearest, highest-quality node, and haul with a stacking backpack.

NoteNodes are out in the wild, which makes your workers unprotected targets. When attacked, move the backpack into the main inventory or drop it immediately — a backpack costs up to 10 points of melee stats (the Small Thieves Backpack has no penalty).

Advanced version: research electrical crafting and turn 1 raw copper into 1 Electrical Component (about 216 Cats), a net gain of roughly 40 Cats each, though it needs power.

Mid-game: smuggling and theft

The price logic behind trade runs lives in Economy and Trade; this section is only about execution.

The booze loop: buy Cactus Rum at The Hub → sell in the Swamp and buy Sake → unload in the United Cities and buy Grog → return to The Hub. About 7,000 Cats a lap. The recommended spec for a trade character is still able to run above 22 mph while loaded, carrying a squadmate whose backpack is also full; short of Beak Things, if you can outrun it you are safe.

Theft gets you things you cannot afford, blueprints and booze first among them. Train Stealth and Thievery first — once a shop catches you, that shop is closed to your entire faction permanently, and swapping characters does not help. The standard method is to hide inside the shop during the day and wait for closing time, then work once the owner has locked up and gone to sleep. Stolen goods should first be laundered in a specialised container (armour storage, crossbow locker, item furnace), or they only sell for half price.

Mid-to-late: withdrawing cash from the wilderness

TargetUnit priceNotes
Leviathan Pearl12,000 CatsPups drop the same pearl and are far weaker
Fog Prince Head6,000 CatsAny merchant will buy it
CPU Unit6,000 CatsCommon in ruins
Beak Thing Egg4,200 Cats6 kg each; four in the inventory is 24 kg
Skeleton Repair Kit4,341 CatsCommon in ruins
Skeleton Eye3,600 Cats
Power Core3,000 Cats
Robotics Components2,838 Cats
Skeleton Muscle1,944 CatsAbout this much per Security Spider

Raiding Beak Thing nests has the most absurd return rate of the mid game: 10 eggs = 42,000 Cats. The method is do not fight — send in a character with high Athletics or high Stealth at night, grab the eggs, run.

ImportantBeak Things eat downed characters, even while they are still alive.

Fog Princes can be dealt with other than by storming the Fog Deathyard: sneak into a Fogman settlement, assassinate a single Fogman, hang him on a prisoner pole as bait, and ambush the Prince when he comes to feed. Failure usually does not alert the whole pack.

Late game: turning the base into a factory

The core fact about the crafting route: every step of refining adds value.

LineInputOutputNet
Skeleton Repair Kit0.5 Robotics Components (2,838 Cats) + 1 Steel Bar (648 Cats)4,341 CatsAbout 2,274 Cats each
Chainmail Sheet3 Steel Bars (1,944 Cats)2,527 CatsAbout 584 Cats each
Steel BarsRaw Iron + powerAbout 51 bars/day per Steel RefineryAbout 33,048 Cats/day

The value of a steel line is not the unit price but the fact that one character can run the entire chain — and, with the base laid out well, two or three Steel Refineries at once. The cost is upstream: it takes several Iron Refineries (III or IV) and Ore Drills III to keep them fed, plus the power to run all of it. The point of Chainmail Sheets is compression: three steel bars become one sheet, dramatically reducing weight and storage pressure.

Measured figures for clothing and weapon crafting (at Armour Smith 80, Weapon Smith 77):

The market is where loot becomes cats — but every merchant has a finite amount of cash in his pocket
The market is where loot becomes cats — but every merchant has a finite amount of cash in his pocket

Your own counter: customers can only afford food

Once your base is up you can put out shop counters and let passing NPCs come and buy. In practice the ceiling on this income is not your production capacity but the customers themselves: an NPC's shopping list only covers food, first aid, narcotics, splint kits, misc and tools — weapons and armour are not categories they will ever buy — and resident NPCs are handed their Cats once, when they first load in, and never receive any more. About the only things that actually sell are cheap goods like food[V3 0:52:09].

So the correct use of a counter is not clearing stock but putting your own farm produce and booze on it. The sums are small but steady, and usually enough to cover the hire cost of garrisoned mercenaries — farmland paying for guards.

Common misconceptions

See also

Video citations

  1. Kenshi | WE NEED SOME LAND!! | Let's Play Kenshi Genesis (Ep. 2)HeroInHisHead
  2. Kenshi | The Nugget Mafia (Ep. 1)HeroInHisHead
  3. Kenshi Base Building - Lagoon CitadelHeroInHisHead