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Author Topic: [B18] Trading Economy 2.4 - weapons NOT OP anymore!  (Read 23959 times)

Walking Problem

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[B18] Trading Economy 2.4 - weapons NOT OP anymore!
« 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


———-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

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

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem

———-

VER 2.4 DEVELOPER’S NOTE
Finally, Walkblem Soldiers will get their very own Helmet and Armor design/textures. Gunbladers will also get their own Exo Suit. Walkblem Weapons tweak to have smaller explosion radius, making it less OP as it used to be. The WHAC also got a new paint job that would go better with the new Walkblem uniforms. Walkblem Corporation representatives will no longer be represented by soldiers, making Walkblem Soldiers a really rare sight (and thus reducing the chance of Walkblem Weaponries being dropped from ambushes).

———-

VER 2.4 CHANGELOG:
– New Walkblem Power Armor Helmet, Walkblem Power Armor and Walkblem Exo Suit (with all new textures)
– Reduced explosion radius of Walklem Charged Cannon, Walkblem Charged Rifle and Walkblem Charged Sniper Rifle
– Increase damage of Walkblem Gunblade
– Removed Walkblem Executive/Sniper as Trader from Caravans, replaced with Civilian
– Reduced military presence in Military Corporation Faction
– Added small chance of Walkblem military appearing as Visitors/Raiders in all Corporation factions
– Color change for Walkblem Heavy Armored Caravan (WHAC) from brown to grey

VER 2.3 CHANGELOG:
– Added ability for Trading Faction to buy Weird Organics and Art

VER 2.2 CHANGELOG:
– Fixed the Walkblem Heavy Armored Caravan overheating rooms issue.
– Disabled the errors generated by the biome patching, thanks to Swenzi.

VER 2.1 CHANGELOG:
– Added support to Archipelago biome from [RF] Archipelagos mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1194812703
– Added support to biomes from Nature’s Pretty Sweet: https://steamcommunity.com/sharedfiles/filedetails/?id=1211694919
– Removed Fashion & Clothing Caravan from Trading Faction due to excess number of WHAC being spawned
– Note: If you do not have the 2 biome mods about, the mod will generate errors when you start the game, but its does not affect the game. So you can just ignore the errors.

VER 2.0 CHANGELOG:
– Added Walkblem Armored Caravan
– Added Walkblem Charge Cannon Weapon for the Caravan
– Added a number of new caravans for various corporation factions
– Made items that cannot be sold, to be sold by the Technology Corporation as experimental products
– Mercenaries returns to replace Walkblem Soldiers as the escorts for the caravan
– Walkblem Armored Caravan also participates in raids if any of the corporation factions turns hostile
– Complete caravan listings, as well as its goods/products list is now available on walkingproblem.com website

VER 1.4 CHANGELOG:
– Added Walkblem Executive
– Resolved faction leader unavailable bug

VER 1.3 CHANGELOG:
– Added unique textures for all 3 Walkblem weapons
– Explosive round returns to Walkblem Charge Rifle, but damage significantly reduced, accuracy is also reduced at long range.
– Walkblem Sniper Rifle damage increased, but ranged is greatly reduced
– Walkblem Power Armor is now Walkblem Powered Armor Suit, added improved dodging, improve melee accuracy and increase carrying capacity
– Walkblem Smokepop Belt now covers a bigger radius to cover entire squad
– Walkblem Power Armor Helmet is slightly nerfed.
– All Walkblem gears prices are adjusted according to its usefulness
– All Walkblem gears are for sale at Walkblem Military Industrial Complex centers.
– All Walkblem weapons will no longer disappear on drop
– Walkblem gears cannot be haul to storage bug resolved
– Backstories added for all Walkblem Gears
– Gave food to Walkblem Soldiers (previously missing)
– Walkblem Soldier is now assigned as the trader
– Now Walkblem military forces, despite still stronger than most factions, is now more beatable.

VER 1.2 CHANGELOG:
– Added Walkblem Gunbladers
– Walkblem’s caravans are now protected by Walkblem Gunbladers and Walkblem Snipers
– Walkblem Soldier will only appear in Walkblem raids
– Walkblem weapons will all self destruct on drop
– Walkblem Charge Rifle will no longer have explosive rounds
– Walkblem Sniper Rifle’s explosive round is now smaller in explosive radius
– All caravans now carries significantly lesser wealth.
– Walkblem weapons and apparels should not be craftable or purchase-able.

VER 1.1 CHANGELOG:
– Added Walkblem Soldiers
– Added Walkblem Charge Rifle (not for sale)
– Added Walkblem Charge Sniper Rifle (not for sale)
– Replaced escorts of Walkblem Corps’ caravan with Walkblem Soldiers
– Reduced starting Goodwill of Walkblem Corps factions to 0~50
– Reduced amount of silvers brought by Walkblem Galactic Trading Corporations

--------

Future Developments:
– To provide add-ons for resources, items and weapons from other popular mods

--------










« Last Edit: January 14, 2018, 03:01:03 PM by Walking Problem »
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Apposl

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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!
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Walking Problem

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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

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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 ?
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Mufflamingo

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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?
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SpaceDorf

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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 ?
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Walking Problem

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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

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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.
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Canute

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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.
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IWannaChaos

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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?
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Walking Problem

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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

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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
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Canute

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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.

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AngleWyrm

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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 »
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Walking Problem

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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.

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