RimWorld

RimWorld

Social Experience from Trade
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).
蘸矢矛头 10 Apr @ 4:30am 
Imbalance,but i love it.
the_ADHD_ninja 9 Apr @ 5:16pm 
this mod crashes my game every time after i enable it
飞花 3 Apr @ 3:10am 
good
123caboom 1 Apr @ 4:34am 
Got 85k xp from default setting one trade, instant lvl 18 … thx tho for the mod itself
Nameless1 24 Mar @ 5:25am 
Set my global multiplier to 0.3, considering I don't have skills degradation. x2 is really too much.
ImperialForce9 24 Mar @ 3:07am 
I hopefully presume there shouldn't be any issues with this mod on multiplayer?
Teneksi 22 Mar @ 3:10pm 
@Ġedryht of Wōden
If experience didn't scale with the value of the trade, it would become optimal to make hundreds of trades for 1 item at a time.
Axon 22 Mar @ 12:29am 
Love this mod. Favorited. Liked. Awarded. But I think the default rewards for trading are way too high.
dabeek 17 Mar @ 4:25pm 
@Ġedryht of Wōden
I see your point with that take, but consider this:
More items being traded means more discussion taking place.
Ġedryht of Wōden 15 Mar @ 12:24am 
I'm not so sure it makes sense that it changes xp gains based on how much you traded at once because what that looks like is you quickly becoming professional from making some big, really bad deals as a beginner. The overall loss from using someone with low social skills is the same no matter how big too.
Otherwise I agree that trading should grant xp.
Latex Santa 7 Mar @ 6:23pm 
@Random Boio
Before this mod, I took prisoners often just to serve as social xp "practice puppets", and assign anyone I want to level in Social to work as wardens, breaking their resistance and converting the prisoners to our ideology. If they're no good, or I don't need them, they generally get released. Any unwaveringly loyal prisoners often get converted into "organ donors" to serve as a living, breathing source of "spare parts" for my people. With Harvest Everything and Death Rattle, I can get every single body part out of them, if need be.
Latex Santa 7 Mar @ 6:18pm 
The default settings of the mod are great.
Even at high social skill levels, I find my leader (the one who does all the trades) to gain one level or nearly one level for every single trade. To be fair, I've made some fairly large ones lately. I've left my other socialites to deal with the prisoners and reserve that source of xp for themselves.
batatafritada 28 Feb @ 1:40pm 
Wait, what am I yapping about? there's an xp multiplier at mod options.
Sorry I am blind.
batatafritada 28 Feb @ 1:38pm 
I agree with the ladies here mate. I love your mod but even when using the minimal XP settings it's still too op. It'd be nice to have a xp multiplier!
FatalCharm 26 Feb @ 8:53am 
Love the idea of the mod, but I agree with @Sqamata that it's too much XP. Perhaps it could be configurable to suit the wants/needs of the player.

Kudos though -- you're right that it doesn't make sense that trading doesn't give you social xp since trading utilizes the social skill.
CE?Sure. XDDDD
FireDefender 25 Feb @ 6:26am 
@Random Boio Likely from converting/recruiting prisoners, or chatting with other colonists. Trading does not give social XP, and it never has.
Random 20 Feb @ 8:28pm 
Wait, this isn't base game??? How'd my trader get better at social then??????
Squamata 20 Feb @ 2:53am 
Needs a nerf, but a good start.
steel 19 Feb @ 3:41pm 
:slugcatsleep:
fatburner 19 Feb @ 3:35am 
This gives me skyrim vibes. Selling a item worth a lot
justydusty 17 Feb @ 7:40pm 
same why isnt this base game bro tynan stop smoking CRACK! :rwscavenger:
Admiral Zander 17 Feb @ 12:04am 
this whole time i thought trading already gave social.
cerhio 12 Feb @ 4:59pm 
So OP. I went from 5-11 after 3 trades lol
DarthBrawn 10 Feb @ 2:15pm 
Good work. Was going to leave a comment asking for the XP totals to be turned down, then realized that it's fully adjustable in the mod options.

You might want to set the default multiplier to 1x though, I was having pawns skyrocket 1-2 levels in social after only a few trades.
QArachne 4 Feb @ 9:44pm 
:steamhappy: amazing, honestly didn't know this wasn't already a vanilla feature, was wondering why my traders never gained any exp xD
sirduck 21 Jan @ 10:44am 
work well with Vanilla Skills Expanded https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400246558%20packageid:%20vanillaexpanded.skills and Mad Skills+ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3016488934%20packageid:%20cedaro.madskillsplus

because theses mod i think has exp from social trading but i´m unsure about theses mod i have installed.
jackmls1995 20 Jan @ 11:19pm 
So I've only just learned that this isn't already a vanilla mechanic. I guess my traders have always done my wardening too so I didn't realise they weren't getting xp from trade haha definite main stay on my mod list as it makes so much sense I just assumed it was in game for my whole 2.2k hours
Pablo Discobar 19 Jan @ 4:49am 
Friggin essential for me!!
Kahrua 14 Jan @ 11:52am 
Would it be possible to add the trading pawn's trade price improvement as a toggle-able multiplier? If I let a socially-inept pawn do the trade I would imagine a conversation with less words spoken than socially-awkward moments happening. Likewise a pawn with high TPI would actually haggle with the trader and is thus able to gain more experience
horologium 13 Jan @ 7:24am 
im kind of surprised we still have yet to see a vanilla mechanic like this for social. thank you for making this mod! :100percent:
Krelinos  [author] 11 Jan @ 10:22am 
@Angel Kay

That is the 1x2 table from the base game with the Techist style from the Ideology DLC.
Krelinos  [author] 11 Jan @ 10:21am 
@Corvus

Since you are technically "selling" goods for rep, it works just like any non-royalty tribute trade.
Angel Kay 11 Jan @ 9:15am 
whats the trade table from
Corvus 10 Jan @ 9:03pm 
How does this work with gift-giving?
Krelinos  [author] 10 Jan @ 5:51pm 
@JageriuS

This mod is not constantly checking every tick if the player has completed a trade. Instead, the mod's code is entirely dormant until the "Accept Trade" event happens. The game lets the mod do its thing, then the mod falls asleep again until the next trade.
Krelinos  [author] 10 Jan @ 5:39pm 
@Egalexandr

I suppose it does take a bit of mental restraint to not do that, but so does save scumming and dev mode. If the player wishes to optimize the fun out of the game, I am powerless to stop them without adding significant bloat to a simple harmony mod (applying a tag that expires in 24 hours to recently bought or sold items for example).
Krelinos  [author] 10 Jan @ 5:31pm 
@VitaKaninen

I just tested the Steam release version. Prisoners were exchanged for honor as expected. It is a known issue with mods that Steam sometimes doesn't update them to the latest version. Just unsub, wait a bit, and then resub. If you are using the GitHub version, I have also updated that just yesterday.
VitaKaninen 10 Jan @ 11:16am 
When trying to "sell" prisoners to the Empire in exchange for Honor, I get an error saying that it can not fill the window, and am not able to make the transaction.
danzloblaha13 10 Jan @ 11:04am 
godly doen work... finally can stop these mass raider concet**tion Cam..ps :D it always spiked up my wealth a lot .. both food to keep them.. space/housing and they themselves (also storyteller trying to kill me then i had like 5 colonists + 7 my own prisoners (just for honor from royal collectors) + some random quest beggar joiners for meatshield for diabolus ... but then i got prisoner quest with juicy reward so i ticked it and woal 8 extra blood rot prisoners that was too much for storyteller to keep shut and insta send some mechs, manhunters + one siege (which unluckily nuked the prisoner barracks ... have mod from fortifications- industrial .. so howitzers and rocket matresses lets go .. rip all prisoners gone xD all beggars too :D barely survived ... they spawned on map edge behind moountain so too late to ambush them :(

-> simply live saveer for social skill needs :critical: