Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Scaled Economy Hardship
   
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13 Mar @ 5:45pm
19 Mar @ 2:05pm
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Scaled Economy Hardship

Description
Scaled Economy Hardship

Tightens the game’s economy progressively as the player's level increases, making groschen harder to come by over time. Earnings and prices are adjusted to increase financial difficulty, with reductions in selling prices and increases in buying prices based on the player’s main level. This approach ensures a balanced early game while steadily ramping up the challenge.
Lore: The Declining State of Bohemia's Economy
For Henry, the road to survival grows harsher with each passing day. What initially seemed like a manageable life of trading and earning groschen has shifted into a brutal struggle, as merchants offer paltry sums for his goods while demanding exorbitant prices for essentials. The bustling markets once full of opportunity now reflect a kingdom in collapse, where resources are scarce and every transaction feels unfair. This economic hardship stems from a kingdom ravaged by war and political unrest. Bohemia’s trade routes are disrupted, fields are abandoned, and taxes rise to fund endless battles, leaving merchants and craftsmen desperate to make ends meet. As Henry progresses, the toll of a broken world becomes all too real, forcing him to adapt and fight not just for victory, but for survival in an unforgiving economy.

Common Longsword
Self Forged, Rank 4, 100% Condition

| Level | Selling Price | Buying Price | BMA | SMA | |------------|-------------------|------------------|-------|-------| | Base Game | 331.2 | 927 | 0.00 | 0.0 | | 1 - 5 | 165.6 (-50%) | 1854 (+100%) | -0.50 | +1.0 | | 6 - 10 | 132.48 (-60%) | 2039.4 (+120%) | -0.60 | +1.2 | | 11 - 15 | 115.92 (-65%) | 2224.8 (+140%) | -0.65 | +1.4 | | 16 - 20 | 99.36 (-70%) | 2410.2 (+160%) | -0.70 | +1.6 | | 21 - 25 | 82.8 (-75%) | 2595.6 (+180%) | -0.75 | +1.8 | | 26 - 30 | 66.24 (-80%) | 2781 (+200%) | -0.80 | +2.0 |
Levels 1-5 can be useful when using mods that make you start from level 1 instead of the default's game of level 5

Frequently Asked Questions

Can the mod be customized?
Not yet. Percentages are still being adjusted, but customization is planned for future updates.

Is the mod available on the Steam Workshop?
Yes, it's already uploaded.

Does the mod apply to all items and vendors?
Yes, it applies globally.

How do I install the mod?
Vortex Mod Manager is recommended for easy installation. If installing manually, create {Game}\Mods\scaled_economy_hardship and extract the mod's contents there.

Is a lighter version possible, like max 75%?
Not yet, but lighter versions and presets, such as a 75% max, will be available once customization work is completed.

Changelog

v1.2.0 19-Mar-25
  • feat: Adjusted economy scaling based on player feedback, easing the curve with sell prices dropping from 50% at levels 1-5 to 20% at levels 26-30, and buy prices rising from 100% at levels 1-5 to 200% at levels 26-30, relative to Base Game.
v1.1.0 15-Mar-25
  • feat: Add dynamic price scaling for levels 26-30, with -95% Selling Price and +300% Buying Price.
  • feat: Adjust second stage to start with harsher economy.
  • fix: Handle 5 - 10 levels not applying the correct perk.
v1.0.1 14-Mar-25
  • fix: Addressed an issue where perks from a previous session remained active when loading a saved game.
  • chore: Removed mod restrictions since the mod does not rely on functionality that may break with game updates.
v1.0.0 13-Mar-25
  • feat: Initial mod release.
12 Comments
Captain Freedom 24 Apr @ 3:53pm 
I like it so far but repairing items to craftsmen is way too expensive, we're talking 1k to repair an average item.
Captain Freedom 19 Apr @ 5:35am 
I'm so glad you're making this mod, it's way too easy to become rich in this game, it breaks the immersion completely, after a week there you're already among the richer in the region lol
But yes presets would be nice, I would even like a harsher version.
Eyeless Deceiver 15 Apr @ 11:38am 
Livebait makes a lot of sense.
knightpaladinmartinez 10 Apr @ 10:07pm 
could you release a lighter version of the mod? i love the idea of the mod considering how fast you snowball. But i'm running another that makes plate and higher tier armors significantly harder to get ahold of. ngl lugging 600+ pounds of gear to the merchants to barely be able to afford the repairs to my own armor and a modest upgrade is a bit much imo.
Moki 6 Apr @ 7:56am 
Great Mod! i really enjoy the harder/improved economy
here are my 2 cents:

Is is possible to increase value of your own smithing products? So that you can use smithing as an actual income? Right now the raw materials are more expensive then the finished products (some late game weapons excluded)

And i'd kinda like to see that it'd be worth selling tier3 loot after you repaired it with a repair kit
Something like
item condition < 20 - items cannot be repaired anymore (probably awaiting downgrade)
item condition < 60 (or whenever it turns orange/redish) - you can repair the item but it's not worth selling since the kit costs more
item condition still in the white numbers - you can repair the item and make a profit (or at least make a profit when it's a high quality item)

Also what the guy below said :)
Mental Midget 27 Mar @ 4:39pm 
| Level | BMA | SMA |
|------------|-------|-------|
| Base Game | 0.00 | 0.0 |
| 1 - 5 | -0.35 | +1.25 |
| 6 - 10 | -0.4 | +1.3 |
| 11 - 15 | -0.45 | +1.6 |
| 16 - 20 | -0.5 | +1.8 |
| 21 - 25 | -0.55 | +2.0 |
| 26 - 30 | -0.70 | +2.0 |

Also what the guy below said
Livebait 21 Mar @ 6:35pm 
I think this mod would make a lot more sense if it varied with item type.
Try something like this to make it more realistic and playable.

The cost of armor and weapons should increase, the sell value should decrease .
The cost of buying food & materials should increase, the sell value should increase

If trade goods are really in short supply, then selling them should net you a decent income, making things like hunting more relevant or even necessary late game.
Riz  [author] 19 Mar @ 2:07pm 
Thank you to the people that shared their feedback suggestions. What economy curve, is more satisfying? Please copy paste this following table, and update it with your suggestions. I'm planning to create presets as optional mod files.

[code]
| Level | BMA | SMA |
|------------|-------|-------|
| Base Game | 0.00 | 0.0 |
| 1 - 5 | -0.50 | +1.0 |
| 6 - 10 | -0.60 | +1.2 |
| 11 - 15 | -0.65 | +1.4 |
| 16 - 20 | -0.70 | +1.6 |
| 21 - 25 | -0.75 | +1.8 |
| 26 - 30 | -0.80 | +2.0 |
[/code]
[82AD] Andrè 16 Mar @ 11:35pm 
I really like the idea of this mod, but items are two low value, pretty much everything goes for like 10g(money). makes it increadbly hard to make any money, even while looting everything, force-ing the need to loot everything and still not getting necessitices. I was hoping the mod would make it harder to upgrade and to stop the outragues earning. however, it just led me to be frustrated that I can loot everything, sell everything for max quality and still not make back the money i spent on a repair kit. Keep in mind, that I also use the XP difficultiy mods, which means this might have been solved when you unlock 10% bonues etc.
basileusfang 16 Mar @ 10:29am 
It is now working properly after the updates. Thanks.
Just an advice, I don't think putting a very high modifier on both selling and buying prices is a generally good option for gameplay reasons. The debuff on Merchang buy prices is great in late game because it makes otherwise redundant loot useful to actually sell. But I don't think combining it with a 350% sell prices is good. Without increasing the money that merchants have, this simply makes the game tedious mechanically, especially compounded with the debuffed buy prices. In addition, this inflation effect makes groschen get from quests (which is hard earned, and not overpowered in anyway) useless, and that is actually a terrible feeling.
So, I would suggest to alleviate the sell price change, and just make loot items sell significantly less in late game. This way, it only nerfs the most overpowered part of the economy, which is the late-game enemies' gears, but keeping others balanced.