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"Dynamic economy (Continued)" mod

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Mod version:1.3 - 1.5
Game version:all
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About This Mod

Added local prices, brain mining and adaptive traders.


Trade caravan changes


The cost of goods will now depend on your trading activity. Sold three thousand silver sculptures? Next time, the merchant will offer a lower price. Bought five lots of steel? They say that the settlement buys it wholesale! The next caravan will bring her more and sell her more. Trading caravans will bring more silver if your trade turnover is high.

Price multipliers will eventually return to the standard, but before that, you should consider sending your own caravans. Why?


Trading with settlement


Because the multipliers for other settlements are calculated separately from the multipliers for merchant caravans. It makes sense to send caravans not only for the sake of a 2% bonus to the price, but also to buy the necessary resources without a ten-fold mark-up. Depending on the region of settlement, prices for certain goods will also change (for example, buying steel in the mountains and selling products in the desert).

You can also use a communication console and a pawn with advanced diplomacy to try to get information about what is happening in the neighbors. With luck, prices for certain categories of goods will temporarily change in the nearest settlement. This means you will have the opportunity to sell or buy goods at a price above/below the market price.


Merchant ships


There are also orbital merchants. They've come from far away, perhaps from other planets (but they don't have time, because they're busy counting profits to get you off the outskirts), from places with different prices. How do they know about the local market? No way. Prices of each orbital merchant will be random (do not worry, it can be customized in the settings).


Brain Extraction


Finally, a new (not)reliable source of income is brain mining. Even if a pawn is useless, even as a slave, how can one collect resources from it? They are sentient beings with feelings and emotions... which means that they can be used on the farm of psychos! After researching bionic technologies, you can create a psikoin miner implant that uses the pawn's brain to produce psikoin chips. Please note: you will not be able to remove it after installation, and only those pawns that you control will produce coins. Serve the prisoners before they are installed.


Psycoins are a mysterious currency. Their cost is random and will rise or fall about every hour. Randycoins, if you like. They cannot be used except to sell to merchants. Or wait for the price to rise. Or falls.


Fashion operation requires: Harmony.


Mod tested on the game versions: 1.3, 1.4, 1.5


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all (Dynamic economy (Continued).zip)