Ludeon Forums

Ludeon Forums

  • October 16, 2018, 12:01:38 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 10

Author Topic: [B18] Trading Economy 2.6 – minor update~  (Read 38630 times)

Walking Problem

  • Colonist
  • ***
  • Posts: 585
  • GOD KING
    • View Profile
    • Mod download and updates!
[B18] Trading Economy 2.6 – minor update~
« on: September 08, 2017, 08:54:18 PM »



Have you find it lame to plant your own food just to find it insufficient to get past the winter?

Did you felt that insane need to strangle all those trade caravans pawns that never brings you what you need?

Or have you just always want to build a carpentry business to sell your lovely furnitures without needing to worry about food and lack of timber?

Then this is the mod for you!

----

Introducing the Trading Economy mod!
Just as the same of the mod suggest, this mod introduces “real trading” into the world of Rimworld. Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism and never needing to know how your food got slaughtered!

This mod introduces 6 different multi-system corporations that had set up their operations on your local planet. Each of them plays a different key role in the rimworld’s economy, offering vital products that sustains all economic activities on the planet.



Walkblem Agricultural Conglomerate
Perhaps the most important and influential corporation in the RimWorld Systems. They dominates all agricultural sectors, including farming, forestry, animal husbandry, etc… Providing colonies and regional military forces vital food, timber and animal supplies. If you need grains, fruits, vegetables, wood, cloths, leather, pets or farm animals – this is the company that you need to look out for!

Pets and Farm Animals Caravan
– 5-50 x 8 species of domesticated animals

Raw Meat Caravan
– 125-1000 x meat from 10-15 species of animals

Grain Caravan
– 1000-7000 x rice

Fruits and Vegetable Caravan
– 500-2000 x corn, potatoes, agave, berries, fungus each

Hops Caravan
– 1000-5000 x hops

Hay Caravan
– 2500-8000 x hay

Textile Caravan
– 100-500 devilstrand
– 500-2000 cloth
– 100-1000 megasloth wool
– 500-100 muffalo wool
– 500-1000 camel wool
– 500-1000 alpaca wool

Wood Lumber Caravan
– 2500-8000 x woodlog

Fur and Leather Caravan
– 250-1000 x leathers from 15-20 species of animals

Psychoid and Smokeleaf Leaves Caravan
– 2000-5000 x smokeleaf
– 2000-5000 x psychoid

Milk and Eggs Caravan
– 500-3000 x milk
– 500-2000 x unfertilized eggs from 5-8 species

Processed Food Caravan
– 500-3000 x chocolate
– 1000-3000 x nutrient paste
– 250-1000 x fine meal
– 250-1000 x lavish meal
– 1000-5000 x kibble
– 1000-5000 x pemmican




Walkblem Mining Corporations
The biggest mining operations in the RimWorlds are without doubt, owned and run by the mighty Walkblem Mining Corporation. Not only to they mine all form of minerals and precious metals, they also operates industrial scale brick making operation, promising the best building materials you can find. If you need bricks of all materials, all type of metals (including uranium) or precious materials like Gold or Jade – this is the company you should call.

Sandstone Blocks Caravan
– 500-5000 x sandstone block

Granite Blocks Caravan
– 500-5000 x granite block

Limestone Blocks Caravan
– 500-5000 x limestone block

Slate Blocks Caravan
– 500-5000 x slate block

Marble Blocks Caravan
– 500-5000 x marble block

Gold Caravan
– 250-2500 x gold

Steel Caravan
– 500-5000 x steel

Plasteel Caravan
– 500-3000 x plasteel

Uranium Caravan
– 250-3000 x uranium

Jade Caravan
– 150-800 x jade




Walkblem Pharmaceuticals
As long as they are people, there are the Big Pharmas. Walkblem Pharmaceuticals is definitely the go to place for all your medical supply needs. Medicine, Drugs or Body Parts – they have them all! (Bionics included!)

Medicines Caravan
– 50-1000 x medicine of 3 types

Drugs Caravan
– 10-1000 x gojuice
– 10-1000 x wakeup
– 10-1000 x yayo
– 10-1000 x flake
– 10-1000 x penoxycline

Bodyparts and Bionics Caravan
– 5-15 x natural body parts of 4 types (mainly organs)
– 5-25 x artificial body parts of 9 types



Walkblem Technologies
They are amongst the giants of the great technological firms in the Glitter Worlds. The company venture into the Rim Worlds as they seek to fill up the market gaps that exists in this new frontier, as the lack of glitter tech products in the region promises great profits and rewards for the company. If you need hard to find or produced products like components, chemfuels, neutroamine, hi-tech fabrics, AI Core, Neurotrainer or simply some nice electronics for your comfort – Walkblem Technologies is the key!

Components Caravan
– 150-800 x component
– 100-300 x advancedcomponent

Chemfuel Caravan
– 1000-5000 x chemfuel

Neutroamine Caravan
– 500-3000 x neutroamine

Hyperweave Caravan
– 1000-2500 x hyperweave

Synthread Caravan
– 2500-5000 x synthread

Electronics Caravan
– 1-5 x tube television
– 1-5 x flatscreen television
– 1-5 x megascreen television
– 1-5 x telescope
– 5-25 x heater

Persona Core Caravan
– 2-5 x AI persona core
– 5-25 x techprof subpersona core

Mechanite Caravan
– 5-25 x mech serum neurotrainer
– 5-25 x mech serum healer
– 5-10 x mech serum resurrector
– 100-1000 x luciferium

Experimental Weapon Caravan
– 10-25 x psychic insanity lance (one-use berserk lance – thru wall)
– 10-25 x psychic shock lance (one-use brain damage)
– 10-25 x psychic animal pulser (one-use all animal on map manhunting rage)
– 2-10 x orbital bombardment targeter
– 2-10 x orbital power beam targeter
– 1-10 x walkblem power armor helmet
– 1-20 x walkblem smokepop belt
– 1-10 x walkblem power armor
– 1-10 x walkblem exo suit
– 1-10 x walkblem gunblade
– 1-3 x walkblem charge sniper rifle
– 1-15 x walkblem charge rifle

Experimental Technology Caravan
– 5-10 x psychic emanator (improve mood of people nearby)
– 2-10 x vanometric power cell (resource-free power)
– 2-10 x infinite chemreactor (self producing chemfuel)
– 10-25 x psychic soothe pulser (one-use temporary mood boost to all on map)




Walkblem Military Industrial Complex
Among the very first of the companies under Walkblem Galactic Holdings to venture into the RimWorlds, this notorious corporation had been supplying arms to both the light and the dark forces without reservations. Lawsuits are still underway for the alleged supplying of arms to pirates and incite wars on multiple planets, WMIC continues to be the primary supplier of high grade military weapons in the region. Modern firearms, or medieval weaponry, advanced armor or base defense turrets – they have them all!

Guns Caravan
– 5-15 x revolver
– 2-10 x autopistol
– 2-10 x incendiary launcher
– 2-10 x pump shotgun
– 2-10 x chain shotgun
– 2-10 x bolt action rifle
– 2-10 x machine pistol
– 2-10 x lmg (light machine gun)
– 2-10 x assault rifle
– 2-10 x charge rifle
– 2-10 x minigun
– 1-5 x triple rocket launcher
– 1-5 x doomsday rocket launcher

Medieval Weapons Caravan
– 5-20 x shiv
– 5-20 x knife
– 5-10 x club
– 5-10 x mace
– 5-10 x gladius
– 5-10 x ikwa
– 5-10 x spear
– 5-10 x longsword
– 5-20 x short bow
– 5-20 x pila
– 5-10 x recurve bow
– 5-10 x great bow

Armor and Grenade Caravan
– 1-20 x frag grenade
– 1-20 x molotov cocktail
– 1-20 x emp grenade
– 5-20 x vest plate
– 1-10 x power armor
– 5-20 x simple helmet
– 10-40 x advanced helmet
– 1-10 x power armor helmet
– 1-10 x shield belt
– 1-10 x smokepop belt

Survival Food Caravan
– 1000-3000 x pemmican
– 500-2500 x survival meal pack

Turret and Shells Caravan
– 50-500 x high explosive shell
– 50-500 x incendiary shell
– 50-500 x emp shell
– 50-500 x firefoam shell
– 10-25 x antigrain warhead shell
– 2-10 x gun turret
– 2-10 x mortar turret




Walkblem Galactic Tradings
The best friend to all colonies and industrial upstarts in the RimWorlds, these are the guys that help to bring your products to the mass markets of the Glitter Worlds. Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy. If you intend to mass produce products, and you are looking for a buyer with the deep pockets to buy them all – there can be no one else than Walkblem Galactic Tradings.

Galactic Trading Buyers Caravan
– 10000-50000 x silver
– buys anything from you

--------

BACKSTORY: WALKBLEM GALACTIC CORPORATION
Walkblem Galactic Corporation (the parent company to all these Walkblem corporation) is a galactic wide conglomerate that is already among the most powerful corporations in the glitterworld.

Assessing that the newly discovered systems of the RimWorlds as perfect untapped market to venture into, Walkblem Galactic Corporation decreed all its subsidiaries to enter into the RimWorlds during the A17 years – to dominate the markets and control the entire economy of these “freezones”.

So they started doing mining, farming and selling stuffs from the glitterworld and from their own factories. Caravaning however, is like an afterthought – so they started off using local mercenaries and muffalos to do the transportation of goods to trade with distant colonies.

But unexpectantly, the colonies started robbing the super rich caravans. In reaction, the Walkblem Corporations sent in their private army – the Walkblem Soldiers to replace the unreliable and “weak” mercenaries. However, while the caravans are well defended, the losses continue to mount… and proliferation of super advanced weaponry is causing huge amount of problems.

After losing trillions of silver from the loss of goods/products, high tech weaponry/equipment as well as paying compensation to the fallen soldiers’ family in the A17 years, so finally, at the beginning of the B18 years, Walkblem Galactic Corporation decreed all the subsidiary companies to start using a military vehicle that was previously banned from being used in the rimworlds, called the Walkblem Heavy Armored Caravan (WHAC). The converted Walkblem Heavy Armored Infantry Carrier Vehicle, is armed with the Walkblem Charge Cannon (its like a big version of the Walkblem Charge Rifle) – to ensure that all the goods will be secure in the evil and unscrupulous world of Rimworlds.

So Walkblem Soldiers are mostly withdrew, leaving a skeleton force on each of the RimWorld Planets, and return to using the “cheap” Mercenaries as the escort force – balancing the cost of bringing and operating such heavy military weaponry to the rimworlds.

The withdrawing of Walkblem Galactic Corporation’s soldiers from escort duty is not enough to avoid the massive political pressure building up in the GlitterWorlds. The corporation was then threaten with sanctions by the GlitterWorlds to only use mercenaries for escort duties and civilians for trading work, in order prevent anymore advanced weaponries falling into the wrong hands. The new limitations did not however prevent Walkblem corporations to continue the deployment of its military protect their RimWorld outposts.

But amidst the bad news, came some positive developments: Walkblem Galactic Corporation introduced a new set of uniforms that matches the technological edge and its galaxy-wide brand recognition. The new Walkblem Helmet features AI-assisted target and combat system, improving the combat capabilities of its soldiers. The new Walkblem Power Armor, now features a stronger armor while losing most of its speed enhancements. Walkblem Gunbladers receives a light version of the Walkblem Power Armor, known as the Walkblem Exo Suit, providing incredible movement speed and agility for the melee soldiers. Walkblem Charged Sniper Rifle and the Walkblem Charged Rifle both had their explosive round’s explosive radius reduced to minimized collateral damages and friendly fires (rumors had it that it was to prevent sanctions for having Over Powered weapons in the Rims)

On March 21st of the B18 era, Walkblem Galactic Corporation had announced their withdrawal from the RimWorlds Accprds that regulates and prevents the introduction of heavy weaponries into the frontier systems.

In a statement by the CEO of Walkblem Galactic Corporation, MJ Lim declares his disdain for all the hypocrisy of the GlitterWorlds establishments, where restrictions and shifting regulations had severely hurt the interest of the mega corporation. According to the spirit of the accord, corporations like Walkblem Corporations are forbidded from introducing advanced weaponry into the RimWorlds, to prevent war and violence. However, according the MJ Lim, he accused the GlitterWorlds of taking a blind eye on the fact that RimWorld is already full of wars and violence, not to mention that advanced weaponries had been introduced by multiple factions from the GlitterWorlds – while Walkblem Corporation is limited in its ability to defend their employees and properties.

Thus Walkblem Galactic Corporation had decided to bypass the regulations, and introduce military vehicles that Walkblem Corporations had used during the previous 2 wars.

CEO, MJ Lim reiterate the stand of Walkblem Corporations, as well as a thinly veiled threat against the GlitterWorlds governments, “We don’t want to deal with politics, but don’t fuck with us!”

In a separate press release, Walkblem Galactic announces that they will be militarising all Walkblem Corporations across the entire galaxy, to secure their facilities and businesses, as well as the complete activation of their military force to discourage the GlitterWorlds governments from doing something silly. They also announced the sale of Walkblem Vehicles via the Walkblem Military Corporations (walk in sale only) and that they will no longer use mercenaries, but instead deploy their standing military forces to all the stations and duties. Walkblem Galactic also warns against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

Today (B18 era), Walkblem Corporations remain as the most powerful corporation operating in the RimWorlds, with no true competition to rival its monopoly of the RimWorld economy.

———-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-2-6/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER’S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

———-

VER 2.5 DEVELOPER’S NOTE
This is a huge huge update, that is launch alongside the new Advanced Animal Frameworks that will be used to power all future and current Walking Problem mods.

The most significant of the updates in this update, is the addition of vehicles that you can own. People had been dying to own the WHAC, and now we have finally made it happen. And not just one armored vehicle, but 5 different vehicles that can be used to great effect with Giddy Up mod. I also added a new uniform that helps to distinct officers/traders from the soldiers, and also replaced all the mercenaries to Walkblem soldiers once again, due to the change in the politics in the backstory.

The mod also now requires Jectools, because I had used one of its feature that resizes the weapons, for the vehicles.

Hope you guys have fun with the new vehicles!!

———-

CHANGELOG VER 2.6
– Removed Hoverbikes from escorting caravans, due to traders selling them away, causing unresolvable bugs
– Disable Walkblem Vehicles from spawning in manhunter events

VER 2.5 CHANGELOG:
– Added 5 autonomous vehicles: Walkblem Hover Bike, Walkblem Armored Car, Walkblem Artillery, Walkblem Tank, Walkblem IFV
– Added a new weapon: Walkblem Charged Blaster
– Walkblem Trader/Executive/Officer will now have their own uniform
– Added Giddy-Up support: with GiddyUp mod, Walkblem soldiers will all be mounted on Hover Bikes or Armored Cars
– Walkblem Heavy Armored Caravan weapon is charged from Walkblem Charge AutoCannon to Walkblem Charge MG
– WHAC’s armor stats and health is adjusted
– Walkblem Corporations will now accept Gold as payment/currency.
– Set all product patching to always success to remove patching failure prompt
– The mod now requires Jectools and Advanced Animal Frameworks to work

--------





















« Last Edit: March 22, 2018, 02:35:03 PM by Walking Problem »
Logged

Apposl

  • Drifter
  • **
  • Posts: 34
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #1 on: September 08, 2017, 09:39:14 PM »

Downloading and can't wait to try it out!
Logged

Walking Problem

  • Colonist
  • ***
  • Posts: 585
  • GOD KING
    • View Profile
    • Mod download and updates!
Re: [A17] Trading Economy Ver1.0
« Reply #2 on: September 08, 2017, 09:41:22 PM »

Downloading and can't wait to try it out!

Do try it! Its basically a simple mod that add factions that actually sell us things we want.

Let me know how it goes for you, as well as any mod incompatibility or require any addon for any mods that you like.

Canute

  • Transcendent
  • *****
  • Posts: 5561
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #3 on: September 09, 2017, 03:56:09 AM »

Great idea !

Whats about the prices ?
It is possible to gain some profit when i am going to buy food from a Agricultural Conglomerate outpost and get them to some other non Agricultural Conglomerate outpost at example ?
Logged

Mufflamingo

  • Colonist
  • ***
  • Posts: 335
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #4 on: September 09, 2017, 05:49:26 AM »

Yeah. What Canute said. Can we actually buy low at place A and sell high at place B?
Logged
Bleeeee. . . . .

SpaceDorf

  • Transcendent
  • *****
  • Posts: 4043
  • Secretly Captain Obvious
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #5 on: September 09, 2017, 07:01:28 AM »

Useful Traders ?

Do you have no shame at all ?
Logged
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Walking Problem

  • Colonist
  • ***
  • Posts: 585
  • GOD KING
    • View Profile
    • Mod download and updates!
Re: [A17] Trading Economy Ver1.0
« Reply #6 on: September 09, 2017, 08:44:40 AM »

Great idea !

Whats about the prices ?
It is possible to gain some profit when i am going to buy food from a Agricultural Conglomerate outpost and get them to some other non Agricultural Conglomerate outpost at example ?

Yeah. What Canute said. Can we actually buy low at place A and sell high at place B?

I dun think so. Because RimWorld's game mechanic does not take the AI pawn's "talking" ability into account when comes to trading.

But the mod is encouraging is for you to buy wood from the corporation and make furnitures out of them, and then sell it at a higher price to place B or the Galactic Tradings

Useful Traders ?

Do you have no shame at all ?

A little bit. LMAO


------------

I have decided to work on the next update: to provide unique super soldiers armed guards to all the caravans - in order to prevent abuse and evil pirates that decides to raid all these rich rich caravans.

CookieWizard

  • Muffalo
  • *
  • Posts: 15
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #7 on: September 09, 2017, 10:00:12 AM »

Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 5561
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #8 on: September 09, 2017, 10:07:26 AM »

Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.
Logged

IWannaChaos

  • Drifter
  • **
  • Posts: 40
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #9 on: September 09, 2017, 12:59:10 PM »

Nice mod, is there a faction that sells prisoners?
Logged

Walking Problem

  • Colonist
  • ***
  • Posts: 585
  • GOD KING
    • View Profile
    • Mod download and updates!
Re: [A17] Trading Economy Ver1.0
« Reply #10 on: September 09, 2017, 06:48:48 PM »

Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.


Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.

Perhaps someday? Things have to begin somewhere.  =P

As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.

For example, there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).

My current thought is more of creating a global price index of every single thing there is in the game, and there will be incidents/event driven situation that will create massive or some price changes to certain items.

For example, massive forest fire on the one region of the planet has caused wood prices to go up by 25% for a year. Or, gold was struck by a certain faction, causing a massive influx of newly mined gold, causing the price of gold to fall by 50%. Or, war on a nearby planet had create a surge in demand for weaponry or mortar shells, all weaponry/mortar shells now doubles in value.

But the above is not easy to make, it will take sometime before I figure a way to make it happen.

----------

Nice mod, is there a faction that sells prisoners?

Current there isnt.

RimSlaves' Walkblem Slavers occasionally sell some prisoners, but very few and far between.

Iwillbenicetou

  • Tester
  • Colonist
  • **
  • Posts: 587
  • Mods are my lifeline
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #11 on: September 09, 2017, 10:47:33 PM »

This is so OP, but so useful and helps so much
Logged
Mod Help! The basics on how to download mods!

Canute

  • Transcendent
  • *****
  • Posts: 5561
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #12 on: September 10, 2017, 03:29:16 AM »

Quote
As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.
What do you think all these outpost do. They got ton of fresh stuff each season.
Or where does all the stuff from caravans comes from ?

It is more a balance about how much stuff could be able to trade and the price modifier.
- Trade routes only with faction with very good relations 75/90/100.
- Trade volume max. 25%/50% of one of their outpost silver.
- Trade price modi. a bit more then your own caravan would trade at their outpost, but less if their caravan would come to you for a trade.
- Silver isn't a tradegood in this case, you allways need to trade potatos for steel at example.

Logged

AngleWyrm

  • Planetologist
  • ****
  • Posts: 1155
  • Refugee
    • View Profile
Re: [A17] Trading Economy Ver1.0
« Reply #13 on: September 10, 2017, 07:26:49 AM »

...there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).

A suggestion for improvement on this missing aspect of world gen
Every faction base has at least data storage of it's location and type, yeah? So there is a data structure which is stored in the game save file.

Extend that data storage to include supply streams, measured in units/quarterYear. Positive values indicate a surplus available for sale, and negative values indicate a shortage or need to fulfill. For example, a village might have a wood supply stream of +1000 wood/quarter beyond what they consume, and a supply stream of -10 paintings/quarter.

Maybe it's not an exhaustive list, just a small set of unusual circumstances for that village that shift their ability to buy/sell some products.

« Last Edit: September 10, 2017, 07:28:49 AM by AngleWyrm »
Logged
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Walking Problem

  • Colonist
  • ***
  • Posts: 585
  • GOD KING
    • View Profile
    • Mod download and updates!
Re: [A17] Trading Economy Ver1.0
« Reply #14 on: September 10, 2017, 09:54:15 AM »

Quote
As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.
What do you think all these outpost do. They got ton of fresh stuff each season.
Or where does all the stuff from caravans comes from ?

It is more a balance about how much stuff could be able to trade and the price modifier.
- Trade routes only with faction with very good relations 75/90/100.
- Trade volume max. 25%/50% of one of their outpost silver.
- Trade price modi. a bit more then your own caravan would trade at their outpost, but less if their caravan would come to you for a trade.
- Silver isn't a tradegood in this case, you allways need to trade potatos for steel at example.

How do I visualise the trade routes idea? Because I dun think it exist in the game right now, nor do I think it really adds much to the game - there is no point of a commercial entity to keep visiting your colony when your colony do not really have anything to sell. The current mechanism of "request when you need, if you have spare money to pay for the caravan"  or "i rather send my own caravan to save money" works perfectly.

Trade volume cannot be changed unless I have to hack the game engine - which I might break things or cause mod incompatility issue. Its mainly just a random number picked by the game based on a range I set.

Trade price modifier - Any idea what is the numbers now in the vanilla game? The concept that going to them to buy stuff is more expensive than caravan do not make sense. In real life, if you go to the wholesaler, it will always be cheaper than you request for a delivery or buying it through a 3rd party.

Silver is the currency in the game. For the 5 factions that sells stuffs, they have no interest in bartering. (try buying an iphone with a sack of potatoes... they will kick you out of the apple store : corporations only wants cash). Thus this is exactly where "the balancing" comes - colonies are usually not silver-rich/cash-rich - thus its not easy to "abuse" the system. The only way to gain more cash/silver, is to farm, mine, craft and sell your produce to the Trading Corporation, the only corporation out of the 6 there is willing to help bring your products to "mass market".

This is so OP, but so useful and helps so much

It isnt really that OP, if you do not use the Dev Mode to spawn the trade caravans.

The only problem with the mod in my opinion now is the caravans are way too unprotected for the amount of wealth they carrying. Apparently vanilla units like mercenaries are just insufficient to effectively protect the caravan.

A suggestion for improvement on this missing aspect of world gen
Every faction base has at least data storage of it's location and type, yeah? So there is a data structure which is stored in the game save file.

Extend that data storage to include supply streams, measured in units/quarterYear. Positive values indicate a surplus available for sale, and negative values indicate a shortage or need to fulfill. For example, a village might have a wood supply stream of +1000 wood/quarter beyond what they consume, and a supply stream of -10 paintings/quarter.

Maybe it's not an exhaustive list, just a small set of unusual circumstances for that village that shift their ability to buy/sell some products.

The issue with this is, the trade caravans generated from the vanilla factions do not coincide with what ever is happening at their "colony".

For example, trade caravans never mentions from which location it came from.

Another example is how, when you are a few years into the game, where every raid is hundreds of raiders - where does these population of human beings come from? When you raid a village or town - they usually do not have that many ppl in a single village/town.

Thus while it seems awesome to make every town/village have their own key products - it actually hardly adds anything to the game. Thus my solution was simply to add factions that actually sells things we need, than to depend on the village and towns. But I fully welcome any other modders who can make this happen (every town/village have their own key products) - I currently do not think have the coding ability yet to make this happen.

=\
Pages: [1] 2 3 ... 10