Kenshi
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Trade, Items, and Trade Items Economy
   
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27 Nov, 2019 @ 1:14pm
11 Dec, 2019 @ 8:18pm
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Trade, Items, and Trade Items Economy

Description
Trade, Items, and Trade Items Economy - Compatable edition

Built on jbra1's Trade Routes Intensified( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1658170081 ), this mod attempts to make trade a bit more "immerisive" by adding weight to a handful of items to encourage pack animal use, tweaking jbra1'a modifiers down, and adding a few new items to give you a reason to visit regions that you might otherwise avoid.

Vanilla Version without weight changes, stand-alone: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1934605723

Firstly, if you prefer jbra1's more generous pricing, simply load Trade Routes Intensified lower than this mod in your load order. This mod does NOT require TRI, but I built the mod to work together because his is the the trade mod that's I've used the most and which seems to generally go in the direction I like. I will be working on a version of this mod that will be more 'stand-alone' since I've come to the conclusion that I don't actually like a bunch of trade modifiers everywhere and that I want to give many regions a unique item or two instead.

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Alright, what this mod does:

1) Adds 4 new trade goods to the game,

Eles-Seeoh, from Mongrel. Mongrel doesn't have a lot going for it, but it's got an oil pump, so... Okranites call it the Bile of Narko so maybe don't go rolling into Blister Hill with a pack of this stuff.

Fish Oil. Most fish sellers have a chance of stocking some of this stuff, and in keeping with TRI's theme, the Shek like it.

Infused Sake. Drifter's Last supplies this regional variation on the popular drink.

Slave Filler. The Holy Nation allows some merchants to sell this cheap 'food' to traders. It's unsurprisingly not at all popular with anyone who cares about their food.

It shouldn't be much work to figure out who pays a premium on these items. A few of them might show up as items laying about in some places.

2) Item weights. I don't like how you can carry an entire building in your backpack without much effort, so I greatly increased the weight of raw stone, raw iron, copper, building materials, iron plates, copper plates, and steel. They aren't so heavy as to be impossible to move, but they'll definitely train your strength for a while if you're in the habbit of filling packs up with rocks. A full load of building materials will weigh down a pack bull now, but that just gives you a reason to get more bulls. Or just make everyone carry bricks, I dunno.

3) Price tweaks. I lowered TRI's price modifiers down to mostly 125%-150%. I left some high, usually items that can only be found or are justifiably rare or hard to get at those locations. Or if a 50% difference wouldn't make much difference anyway. I lowered Flotsam prices because they don't stay bottled up in nowhere forever, but they now pay increased prices for hemp, fabrics, building materials, and iron plates as they like to make their own stuff and are in a position to build. The holy nation now supplies parchment, skins, and meat at a discount since they have a strong ranch culture.

And that's about it. This is mostly a personal mod project but I am thinking I may expand on the idea of regional items in the nearish future. Feedback is welcome, I've been playing with it a little while but I still might have missed some odd behavior.

The mod is pretty benign, and shouldn't conflict with anything. Mods that change vendors around a bit might result in these items popping up in weird places, but probably not.

V.2 -> Reduces weights on materials and plates quite a bit, though raw iron, copper, water, oil, and stone are still fairly hefty. High demand market for oil now pays 25% more (175%) to make account for such hostile territory. Certain crustacean-aligned groups now pay a bit more for fish oil, if you can sell to them.

Fixed slave trader prices for Slave Filler, I had missed that there's a 50% deduction on their merchants for everything. They should pay an extra 50% now. Mongrel now pays a small premium on Filler as well, as their food situation is supposedly tenuous.

v3 -> Decreased oil weight down to 16kg a pop. It'll still weigh down a fully loaded pack for just about anyone but now one can fit a fair number on an adult pack animal before they get weighed down.
10 Comments
Elk Jug 17 Sep, 2021 @ 12:25pm 
Enjoying your work, the weight tweak make it a lot more challenge again, fun one.
The Decoy  [author] 16 Apr, 2021 @ 5:32pm 
Hmm, I haven't taken a look at it in ages but I'll see about the weights. It's less of an incentive to use animals than expected so I'll probably bring them down a little bit. Soonish.
Zyga 16 Apr, 2021 @ 5:06pm 
Already testing with some more economy mods. Would like to stick with 2nd version without weight changes but sadly there's no price fixes, only trade goods added. Conclusion about weight - it's a little bit unbalanced. Idea is absolutely fine but not when rest of things is untouched. Also they still are a little bit too heavy even in mid/late game, using garru/bull.
The Decoy  [author] 8 Jun, 2020 @ 8:40pm 
And yeah, trade is one of the easier things to gain money if you use this mod and others. You can still make good money trading in vanilla, and I tried to somewhat imitate the swamps-empire trade style. Nothing is particularly balanced.
The Decoy  [author] 8 Jun, 2020 @ 8:25pm 
My other version, linked above, leaves weights and everything alone. It can still be added on top of Trade Routes Intensified. As for changing stock respawn and stuff, I think there's a way to do it but I can't actually remember how.
DM Patrick 8 Jun, 2020 @ 12:06am 
I like it, but I still think the "weighting" of trades is too much. I've given a positive check for the attempt. Is there a way you could explain to me how to improve this? I don't want stores to restock swiftly, and I don't want the "gains" of trading to be so dramatic. I'm no master of Kenshi by any means, but I think TRI makes an easy method to gain money. I want this to be an equally difficult alternative to "scrounging" instead of just a faster/easier way of earning.
DM Patrick 8 Jun, 2020 @ 12:05am 
I like it, but I still think the "weighting" of trades is too much. I've given a positive check for the attempt. Is there a way you could explain to me how to improve this? I don't want stores to restock swiftly, and I don't want the "gains" of trading to be so dramatic. I'm no master of Kenshi by any means, but I think TRI makes an easy method to gain money. I want this to be an equally difficult alternative to "scrounging" instead of just a faster/easier way of earning.
moai 11 Dec, 2019 @ 10:12pm 
enjoy what you've done with trade routes intensified a lot :D
making this a permanent addition to my mod list
jbra1 28 Nov, 2019 @ 1:41am 
Nice work! Esp. with the new goods you've developed~ Curious to try it out.
The Decoy  [author] 27 Nov, 2019 @ 6:18pm 
I suppose I should have mentioned: an import is required to see the new items and prices if you're not starting a new game.