RimWorld

RimWorld

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[KV] Supply and Demand (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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662.040 KB
16 Jul, 2024 @ 11:15am
22 Jun @ 12:54pm
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[KV] Supply and Demand (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
922 items
Description

Update of CookieWookiee (original) and Kiame Vivacitys mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1511375007



[discord.gg]
[github.com]


Capitalism? On my Rimworld? It's more likely than you think!
If you are like me, you have played colonies to their bitter end, and had a few amazing successes where your pawns have amassed riches to the envy of the Rim. But what do you do with all of that money? Traders, when they visit, can barely afford to purchase your legendary golden statues. And that is being generous.

Wouldn't it make sense that traders visiting a rich colony will bring more goods to trade because... the colony is rich?

That's what Suppy and Demand does. Rather than creating new TraderKindDefs and manually giving them oodles of silver, human leather, and charge rifles, this mod takes your total colony wealth, scales it by game difficulty, then takes the natural logarithm of that to produce a scalar with diminishing returns that it then multiplies the stock of your trader by. If that all sounds hard to follow, here's the tl;dr: the mod scales trader stock based on colony wealth.


Mathbrain Stuff
If all you want is scaling things, you can tune out now. For the rest of you, this is the explaination of what I am doing and how I'm doing it.

I've wanted to implement a system that allows visiting traders to bring more stuff if you have more stuff to trade with them. It makes sense from an economic standpoint: your colonists have greater demand because they're rich, and traders are willing to supply more because they can get more. I was dissatisfied with XML patches because they failed to account for my addition to downloading new things, and definitely can't be scaled dynamically as you collect new things.

Wealth was the most obvious variable to choose to scale by, but it needed to be first compressed to keep traders from having two million chickens in their inventory, and it needed to grow at a slower rate than wealth, getting progressively slower over time to model diminishing returns. The natural log has both of these properties. To preserve the significance of difficulty, wealth is scaled by the price loss factor that the difficulty setting provides.



This equation is the scaling formula used in this mod. Lambda represents total colony wealth. Phi represents the difficulty scalar. The minimum value this function can take on within the domain is 1.



Original mod done by Cookie Wookie. Cookie, if you want me to remove this mod i will.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: trading, economy
13 Comments
Mlie  [author] 23 Feb @ 7:44am 
@Fialkov No idea, never used that mod
Fialkov 23 Feb @ 3:42am 
Works with Dynamic Economy?
Ltc. Frost 31 Dec, 2024 @ 1:54pm 
okay thanks
Mlie  [author] 31 Dec, 2024 @ 12:05pm 
@Ltc. Frost Missed that tag in the publish, fixed now
Ltc. Frost 30 Dec, 2024 @ 3:45pm 
Why isn't this mod 1.4 compatible?
Mlie  [author] 12 Nov, 2024 @ 9:06am 
@Andreas Any trader inventory should be affected, does not affect the types, just the amounts
Andreas 12 Nov, 2024 @ 8:13am 
Will this work on new trader types? Orbital traders? What about mods that let you trade with friendly AI settlements? Does it have any effect on the types of items being traded or offered? Thanks!
AbsolutelyNotSteveJobs 22 Jul, 2024 @ 5:37am 
this mod affects city inventories too much. no books or techprints show up on my current save
Mlie  [author] 20 Jul, 2024 @ 1:03pm 
@ProfileName No idea, never used that mod
ProfileName 20 Jul, 2024 @ 12:50pm 
I'd ask if Trading Options would, but I assume it changes generally the same spots as this mod?