Quasimorph

Quasimorph

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Mercenary Trader: Complete
   
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2.414 MB
16 Jun @ 9:14am
30 Jun @ 3:58am
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Mercenary Trader: Complete

Description
This is a large-scale economic rework mod. It contains numerous changes to the economy to allow the player more interesting and meaningful trade opportunities as the game progresses. I didn't achieve this entirely to my satisfaction, but elements of the goal are there.

Overall, you should find it more desirable to travel to specific locations for specific reasons, in particular faction headquarters now have a lot more going on. Includes all the changes from Mercenary Trader Light to mitigate unstoppable faction growth so you can travel without worrying about that TOO much.

Production of goods is more highly concentrated, so this does mean a Q-faction conquering a station can cause some drastic shifts in the economy, either by preventing manufacturing of a high-demand good, or by eliminating a major consumer of a good.

Faction HQs now play a much bigger role faction-specific goods manufacturing, and also in helping the factions gain power and tech, so there's many more reasons to travel and trade as the game progresses.

For a more technical list, check the change log. Here's the highlights:

Mission Economy:
- Mission durations increased between x1.5 and x2
- Factions change strategy based on power and ranking. They will burn more power to expand while ahead, and accumulate power while behind.
- Mission difficulty (skulls) start low, and increase as the game goes on depending on the victim faction's tech-level.
- Halved points allocated for floor loot on missions.
- doubled points allocated for mission rewards.

Station Economies:
- removed random non-economic trade items.
- removed random faction tech distribution from non-hq stations.
- removed (most) non-economic manufacturing from non-hq stations.
- each non-hq station generally produces one type of trade-good.
- reduced tech/power gain for most stations.

Faction HQs:
- Each faction now consumes a specific good to produce each level of their faction tech at their HQ.
- Based on their current strategy, each faction will consume specific goods at their HQ to increase power or technology.
- At tech 5 and above, factions will consume specific pact-skulls to greatly boost tech over a roughly 1-month research timeline. Q factions consume a different high-end good for a similar tech-boost.

Stock Market Window:
- Now displays stations that consume and produce goods regardless of active missions.

Tech:
- Increased tech required to reach levels 6-10.

Magnum:
- Multiplied cooldown of Recycler and Monitoring abilities by 24 (essentially an x-hour cooldown is now an x-day cooldown).
- doubled crafting times of all items.

Because this mod contains some pretty extreme alterations to the economy, you will need to start a new save if you install or uninstall this mod. You can maintain multiple saves for different versions of the game, but you'll need to keep track of which one goes with which version. I can't guarantee compatibility with other economic mods, particularly ones that adjust the barter tables. Built for Version 0.9.0, so I can't guarantee compatibility with beta branches or future releases. The next update for this mod will likely be in September '25.

This mod is very heavy in terms of overall modifications, so if you're just looking to fix the mission economy, both Mercenary Trader: Light and Timesmoker's Faction Growth Control mod are good choices.

Github page with code and non-steam releases:
https://github.com/GatvinDev/MercenaryTrader/tree/v1.0.1
19 Comments
Tnx 25 Jul @ 9:29am 
How do I revert the change for doubled crafting times?
evilsplat 28 Jun @ 11:41am 
@Cycles:
wow this mod actually sounds kinda dope then, cause snowballing and feeling like rerunning over and over rather than actually trying to win being the best method were my biggest complaints about the game
Cycles  [author] 28 Jun @ 9:22am 
Synaptic:
The the mod ties the skulls to the victim-faction's tech level. As factions increase their tech level, it will become harder to raid their stations. Starting at T3, you should start seeing 3 skull missions when fighting against that faction. T5 unlocks 4 skulls, T7 5 skulls, and T9 6 skulls on a per-faction basis. As the factions unlock more skulls, it's RNG between them to determine how difficult a given mission is. Factions do tech up slowly on their own so if you fly around for a while missions should begin to increase in difficulty. Doing espionage for a faction can help them steal tech from others. Once factions hit tech 5, you'll be able to feed them pacts to further boost tech. That said, if you've got a save where everyone is T6 and you're still only seeing 1's and 2's, I'd be interested in hearing more about what's going on there.
Cycles  [author] 28 Jun @ 9:22am 
JustinS:
I'm not seeing this issue on my end. Usually a crash before the main menu indicates that something went wrong either loading the mod or loading the configs for the mod. This is the sort of thing best to debug through the Discord. Find this mod's thread in the Modding Forum channel and we can go over it more there. Also, the Discord is generally a cool place to discuss the game. :D:
Cycles  [author] 28 Jun @ 9:21am 
Evilsplat: Certainly the biggest effect is making the factions not snowball. The rest is fairly experimental. Concentrating tech production at HQs makes it more reliable and encourages flying around more. Increasing rewards and decreasing in-mission floor-loot makes it so you're more encouraged to complete missions than to re-run missions than to grab chips and evac repeatedly. Adding the ability to help factions tech up using specific pacts creates another incentive to visit specific places and fight specific Quasimorphs. And so on. If you JUST want factions not to snowball, there's a "Light" version of this mod that does that and only that. There's also Faction Growth Control which accomplishes the same goal in a different way, and is pretty popular. And there's another mod that doesn't stop snowballing, but disables faction elimination.
Synaptic 28 Jun @ 7:25am 
I'm 20 hours into a playthrough with this mod and nothing but 2 skull and 1 skull missions still appear. Is this intended?
evilsplat 27 Jun @ 11:58pm 
so I read the description but am still a little unsure as to exactly what type of effect this mod would have, is it to overhaul only how the factions play against each other or does it make the game easier as well? and if my understanding of how it affects the faction vs faction is correct it basically makes them fight each other in a more balanced way so they don't eliminate each other within 2.5 seconds of the game start right?
JustinS 27 Jun @ 8:33pm 
Unable to get to the main menu while running this mod, and only this mod, just a black screen right before the main menu initializes. I've tried verifying files, and i'm on stable branch. any idea why this would be happening?

I'd be interested in talking further about this and trying to solve this issue!
Cycles  [author] 27 Jun @ 1:11pm 
The rewards for existing missions have already been generated, so those won't be changed by fixing the scaling in the save file. If you fly around for about 70ish days all the existing missions should time out and new missions generated will have the correct reward scaling.
Synaptic 27 Jun @ 11:57am 
I have the same problem with excessive reward numbers from doing missions. A 2 skull mission grants around 10k reward points. I edited in the session.dat files and both are set to "1" now, but the rewards in my save are still the same. Is the save fucked?