RimWorld

RimWorld

596 ratings
Social Experience from Trade
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Mod, 1.3, 1.4, 1.5, 1.6
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493.309 KB
4 Jan @ 12:32pm
11 Jul @ 10:25am
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Social Experience from Trade

Description
Overview
In RimWorld, every skill gains experience when it is practiced. Every skill, except social when trading (and stonecutting but that mod exists already).

If you ever felt like your trade negotiator should have really learned a thing or two after settling a deal worth 10000+ silver, this mod does just that with plenty of settings to satisfy your preferences.

When buying goods, experience gain is (by default) based on the standard market value of that good. Buying a single plasteel always nets you 9 experience regardless of how much it actually costs, multiplied by the colonist's passion and global learning factor.

When selling goods, experience gain is based on the negotiated value of that good. A single gold bar sold for 8 silver nets you 8 experience, multiplied by learning factor. As social skill improves, better deals are negotiated by the colonist, resulting in more experience at the later levels.

Royalty tributes do not give experience, as there is no bonus to having social (even though it uses your Inspired Trade).


Save Compatability
This mod is safe to add and remove at anytime. The mod only calculates experience gain at the moment of trade confirmation. No additional items nor mechanics are added.

Mod Compatability
It works fine in my 300 mod playthrough. The only thing I can imagine that would be incompatible with this mod is something that messes with the cart system when trading.

CE?
Sure.


Github Version[github.com]
74 Comments
tekmojo 11 Jul @ 10:31am 
TY! :steamhappy:
Krelinos  [author] 11 Jul @ 10:30am 
Now updated to 1.6!

Buying and selling multipliers separated.

Defaults set to x1.0.
Krelinos  [author] 11 Jul @ 10:29am 
@Succubus

Set both buying and selling to Negotiated Value in the settings to get that effect.
Marty in the multyvers 10 Jul @ 12:07am 
1.6?
Tamoria 5 Jul @ 10:11pm 
This is genuinely a mod I would never willingly turn off now, it's such a pain to train social skills in vanilla. I really like that the amount of exp gained is adjustable in the settings too, nice way to make sure it's not overpowered. Thanks for this! Hope to see it in 1.6, but if not, still grateful for having it with my last few colonies!
Hykal 16 Jun @ 6:36am 
1.6?
Succubus 24 May @ 10:56am 
good mod but it needs to be bound to silver earned, not traded, because you can trade 20000 silver but the trader only pays you 9000 then the exp gain shoul be based on the 9k not the 20k
Infinityvy 5 May @ 8:19am 
i want to use this mod and i think you have a good base but as others have said it might be too op. it could be balanced better with a diminishing returns option. so that the more silver you spent per trader, the less xp you gain from that trader. would make sense too since negotiating with that new person teaches you more than just negotiating over higher quantities.

i slapped together this formula in desmos which gives more xp for low total silver traded but around 250 it slowly starts falling off (at 1k you'd only get ~80% xp, at 10k ~50%). maybe needs a bit more tweaking:

f(x) = (4*x)^0.8
g(x, s) = f(x) - f(s)

- x being the amount of silver traded in the current trade
- s being the total amount of silver traded with that trader before the current trade
- decrease 0.8 to increase the fall off
- increase 4 to delay the fall off
RelaxItsJustAGame 21 Apr @ 12:15pm 
Great idea for a mod; however, it risks being over-powered with the default values.
SketchyGalore 11 Apr @ 7:13am 
As others are saying, this does seem a bit overtuned. An option/addition that would be helpful would be an upper limit on how much can be earned from a trade (though I suppose this could be exploited by just making multiple trades with the same trader.. I'm guessing there's no easy way to make a cooldown on that).