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Real economy
About This Mod
Fully customizable through in-game menus. Each modifier can be configured to make the economy work as you see fit.
The mod can be switched on/off at any time using the switch in the in-game menu. Does not change saved games, so can be installed at any time.
Set global purchase and sales modifiers. They apply to all transactions everywhere.
Install regional purchase and sales modifiers. White Orkhar's local economy is different from Novigrad's or Skellige's.
Establish regional market volatility indicators. Specify a random percentage range in which prices will fluctuate in your region.
Set the merchant fund parameters and how often the merchant's balance is updated. Merchants update their funds gradually, day after day.
Trader liquidity modifiers change prices depending on the trader's available funds.
Optionally restrict traders to purchases in your sector only. Craftsmen - goods for craft, alchemists - goods for alchemy, etc.
Optionally, set the percentage of merchant purchases by commodity type and merchant sector.
Optionally, set the rarity purchase modifier for items. Legendary and precious items are more expensive.
Price modifiers depend on the quality of the item. Normal/Master/Wizard/Relic/Wizard
The system of leveling the economy. An additional system that makes the economy more complex as you grow.
Setting prices for updating/dismantling/removal of items. Minimum price and modifiers for each item.
Set prices for crafting. Set as a percentage of vanilla. Minimum price. And a minimum threshold price based on the current market value of a craft item.
Show price analysis in tooltips. Base price, merchant price as a percentage of this price.
Optionally show vanilla price CDPR. Useful for comparison with vanilla game.
The option to respect the CDPR "do not sell" flag. Alternatively, allow the sale of everything.
Choosing to make certain types of items sold. Quest objects, upgrades, alchemical creations.
Two presets of customization: Balanced for a "kind of" fair balanced economy and Zero for tweakers who want to set everything up by themselves from a neutral point of reference.
No XML editing. None of the XML definition files of the game change, so other modes that adjust the economy by changing these definitions are compatible.
Small public API with vanilla code. Compatible with many other mods, including favorites like Friendly HUD and Friendly Stash.
Translated from French. Thank you Towairatu
Justification
It all started with the fact that during the last run I once again looked at the Golden Ruby Ring with a stupid description like "Can be taken apart or sold for a significant amount". Which, as we all know, is utter nonsense. The gold ring is not precious, there is no Gollum. The Witcher 3 economy is strangely unbalanced in many ways, for many reasons: trying to match history, trying to be convenient to pass, limiting resources, even though Geralt has access to a crazy number of precious items, etc. (I don’t blame the CDPR, I think they did a great job, given the many contradictory constraints to which we modders are not attached.) This mod is no panacea for all of these problems, but what it does is give you a subtle choice about how the economy should be set up, a lot of realistic factors that affect the economy, and it launches that economy in a predictable way. So you can make it ultra-local, where every trader is an inveterate racist whose life mission is solely to shake the Witchers all the way to a single crown that they dare look at. Or you can run a fair and balanced economy, where the amounts indicated in the quests and the plot really match what the economy does. Or something completely different. The choice is yours...
Companion Mod
Real Economy was developed along with its sister fashion company Real Heavy. It is highly recommended that you use them together. The Real Heavy mod gives you the ability to control Geralt's weight finely. One of the main problems of the Witcher 3 economy is the fact that Geralt, despite being only one man and his horse, is somehow able to collect and transport several tons of equipment and supplies. Not surprisingly, vanilla economics becomes unbalanced when Geralt can collect endless rusty Novigrad swords and somehow, despite the absence of a 6-wheeled semi-trailer, is able to take all the prey to market. Or somehow carry in one horse's saddlebags 36 steel bars, 24 iron bars, and so many bars of dimerity to eradicate magic on the continent forever. Or, once you set the parameters, you can decide that nothing weighs at all, and allow Geralt to dance as easily as a pixie, despite the 1,000 swords in his pockets. The choice is yours...
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