RimWorld
2,491 oy
Vanilla Trading Expanded
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Mod, 1.3, 1.4, 1.5
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1.644 MB
27 Mar 2022 @ 10:52
2 Nis @ 7:24
22 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Vanilla Trading Expanded

Oskar Potocki tarafından 2 koleksiyonda
Vanilla Expanded
103 öğe
Vanilla Expanded - Empire playthrough
148 öğe
Açıklama
[www.patreon.com]



Check Change notes.



This time, I'd like to tell you a bit about our new mod. Vanilla Trading Expanded is our take on the trading system and RimWorld, meant to add some much needed randomization, planning and strategy to otherwise stale trading. Currently in RimWorld, all values are flat and never change - meaning there are certain things that sell, and certain things that don’t. This mod will change that making market value of things dynamic, and changing based on the supply and demand.

This mod overhauls the trading system and adds many new features, such as the Bank, Planetary news network, fluctuating prices, squeezes and crashes, loans, contracts, stock market etc. Please note this is not meant to be a realistic representation of the economy - I am not an economist, and I also don't want it to be realistic. It's simplified and almost arcadey, because it's a video game, and we don't need a corrupt market in the game to remind us how bad it is outside of it.

If you expected an absolute economy simulation, you’re in the wrong place.

If you want to add extra depth and strategy to trading, I can’t wait to hear what you have to say about our mod!



The content of this mod can be seen below.





Prices of everything fluctuate to ‘simulate’ other factions selling and buying stuff. You will notice overtime that things cost slightly more or slightly less. Generally, every year they will try to rebalance and either drop if they went up, or go up if they dropped, but it’s possible that overtime they will diverge greatly from the initial numbers. Please note: this change affects Market Value, which means fluctuating prices directly affect your wealth.





You can now access the News screen. Overtime, news will be dropping. They affect the prices of certain categories of items. If some settlement is preparing for war, weapons and armor might go up in price. If some faction had a bountiful harvest, prices of food might drop because they will be flooding the market with vegetables. Keep an eye on the news and you will be able to predict the price movements to sell at the peak.



You can now put your hard earned cash in a safe place - the bank. There are two banks right now, a Civil Outlander one, and an Imperial one if you have Royalty DLC. It’s possible for modders to add more banks. Putting money in the bank costs you a percentage - and so does pulling your money out, so don’t abuse the bank too much. The fee depends on your relations to that faction - if you’re allies, there is no fee at all! Good thing about the bank is that the silver no longer counts towards your colony wealth - so if you’re getting raids of enormous size, perhaps deposit some money!



You can now take loans. Either quick ones with insane interest, or longer ones with interest depending on the bank fee, loans are useful if you see a good business opportunity but you’re strapped for cash. Be careful - not paying a loan back will lead to trouble.



You can now put your money in various randomly generated Orbital trade companies. They start with random prices. Overtime, you will notice news regarding the companies - and you will see how they affect the prices of shares. If you see your company releasing astounding earning reports, or investing in new ships to expand the business, make sure to snatch more shares before they go up, to sell at the peak. Shares you own don’t count towards your wealth, so noone will raid you for your portfolio.



You can now access the contracts screen to see what sale contracts are available on the extranet. Anonymous parties will be wanting to purchase certain items for more than they are worth, so if you see a contract you like, procure the item they want (either craft it or buy it) and sell it to the contract holder for sweet profit. That’s right, you can now see if someone wants to buy your 1000 human leather for 300% the value, and get rid of it! Contracts with higher mark-up are more popular, and it could be that someone else will snatch them before you. You should be very, very careful what you aim for!

You can also place your own contracts. The more you’re willing to pay for something, the higher the chance someone will approach you with that item. Be careful to have enough money in the bank to cover the cost tho!




A: Can I add it mid-playthrough to an existing save?
A: Yes, definitely.

Q: Does this work with Combat Extended?
A: Yes.

Q: Can I place my own contracts?
A: Absolutely. Place a contract, decide how much extra are you willing to pay for it, and someone might approach your colony with the goods!

Q: What happens if I don’t pay the loan in time?
A: Your relations with that faction will drop to hostility. On top of that, they will send a raid to threaten you into paying. Interest will accrue every day until you repay the loan. You will not be able to deposit any money in that bank - as all the money you deposit will immediately go towards paying back the loan.

Q: The price of something crashed! Why?
A: We have added crashes and squeezes - if a price of a specific security or item rises by more than 20% in a short amount of time, it can squeeze even higher. After each squeeze, there will be a crash. It’s the same the other way around, if it drops by more than 20%, it can crash, but it will squeeze soon after.

Q: Does my portfolio contribute to my wealth?
A: No, you can safely store your money in the bank or in stocks to lower the raid sizes.

Q: This mod isn’t realistic.
A: Well, the game isn’t either. It’s a backwater planet with shady, mob-run economy. Yes, the fees for bank deposits are huge, but there isn’t exactly an organisation which oversees the banks there.

Q: If I do my business with an orbital trader I have my shares in, will it affect the prices of shares?
A: No, the system isn’t that complex. Stock market is a casino only affected by the news. Damn, that sounds very dark. Let’s just say we were inspired by the real world.

Q: Cryptocurrencies?
A: Not interested atm.

Q: Will this work with other mods that affect supply and demand, or that add banks?
A: I think it should.

Q: Does selling something or buying it affect the price?
A: Yes, there is a formula in place which affects the price of the items you sell or buy excessively. It scales based on the amount of silver changing hands, so more expensive items are affected more.



[forms.gle]

It seems Contract caravan wont leave after packing all gear inside caravan that was requested for many players. We're working on a fix.



Authors:
Oskar Potocki, a mod designer and artist responsible for… well, mod design and art. And some xml too.
Taranchuk, a programmer responsible for all the code.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
Popüler Tartışmalar Tümünü Görüntüle (20)
78
21 Eki @ 11:01
SABİT: Unofficial Bug Reporting Forum
Decima
46
21 Eyl @ 23:03
SABİT: Unofficial Ideas/Suggestions Forum
Decima
1
2
25 Ağu @ 11:41
The market is always heading downward
McBlanc
973 Yorum
Valyrion 31 Eki @ 15:09 
this mod made my game crash at launch i only use Prepatcher, harmony,hugslib, VEF and this mod
Norah Da Starbound Animal 30 Eki @ 23:16 
For those of you who are having the bug in which the pickup caravan leaves the map without picking up and then says there was danger, despite being none, I HAVE A FIX! click on them and observe in the caravan tab of the pawn what they are seeking. those items are in an unraided ruin that will attack you when you enter. you sold them an item that is on the map, but you dont technically posses. for me, it was a bionic eye. it frustrated me that i had seen nobody with a solution but im overjoyed to potentially spare someone else the annoyance.
Radiosity 24 Eki @ 16:45 
And to be clear, I'm talking about a contract appearing (it's not been there more than a few hours of in-game time), then disappearing again within 24 hours, giving me no time to produce, say, 25 pieces of clothing that will easily take a couple of days or more, depending on speed of workers.
Radiosity 24 Eki @ 16:43 
Adding a +1 to what Twilight and others have said. Contracts are super frustrating as they're currently implemented, because I so frequently get halfway through producing the items, only to find the contract went poof for no good reason. I get that it's meant to represent other people completing stuff, but there really needs to be some way to lock in a contract so we're not wasting time and resources.

Doing a trading-focused run right now and it's mostly been fun using this mod as my primary means of earning money, but those vanishing contracts are really sapping my will to continue using it :(
Flamec 21 Eki @ 18:38 
I used this mod for a while. It's pretty nice, but decided it didn't suite my play style. I removed it but I think some items in the game kept their fluctuated prices (hyperweave is at 25 silver). Is there some file or segment of my safe file I could delete to bring the prices back to their original numbers?

Thanks!
Arty 11 Eki @ 11:51 
@the1brother try putting a trade beacon outside, worked for me and stopped hitting my storage areas
the1brother 7 Eki @ 13:32 
Is there a way to specify where goods are dropped when a contract is fulfilled? Every time someone fulfills one of my contracts, the pods land inside of my storeroom, and have destroyed things.
Twilight 3 Eki @ 8:01 
Wouldn't mind a future where you could do something like pay a % of the contract to reserve it and maybe its only half of the contract period or something so there still bit risk where you need to complete the work else you are out what you have completed and the reserve cash. With something like that its on me for failing to complete rather than just the mystery of when the contract will go poof.
Twilight 3 Eki @ 8:01 
Yeah contracts are an interesting side hustle though the number of times I've tried to manufacture items for a contract and for it to be fulfilled before I could complete the products is painful. With contracts scaling on wealth mid to late game I just dont bother with many weapon\armor contracts because the quantity of items can take quite a work investment to complete and it sucks to spend days to build 20 breastplates for a contract only for it to get nabbed out from underneath you and you have no need for the items. Later game I just wind up completing contracts for stuff I happen to just have already like raw resources and whatnot which is less interesting.
MustDy 3 Eki @ 5:17 
I found the overall mechanincs of the mod to be awesome. Especially contracts - both fulfilling someones and creating my own for some very specialized stuff I am struggling to find myself.
However, the dynamic prices are not really healthy, at least for my LO.
I do agree that Catafract armor should be expensive, but not 500.000 silver.
And this happens with number of things - night googles, components, some weapons...
One funny thing was with whiskey (from cooking expanded I believe?) - double aged whiskey (which is a product made from normal whiskey) cost four times less than normal one.
So form me the dynamic prices part of the mod is breaking the economy.