Oblivion

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Aensland

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Saensland

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About this mod

An Economy Mod for Oblivion

Permissions and credits
Introduction
‘Cyrodiil Economic Overhaul’ is an economic Mod designed in an attempt to make Cyrodiil’s Economy seem more realistic, without compromising the ‘fun’ of Oblivion. My aim has been to provide a system where money feels important, nut neither unbalances the Game, nor makes managing your funds too difficult to be enjoyable.
Cyrodiil Economic Overhaul presents a simplified Economic system where monatary transactions have an influence on the world: when CEO is running, the Player can watch as a Town’s Economy rises and falls in relation to supply and demand, where Merchants are happy to share the wealth when times are good, and money-grabbing Scrooge’s when times are tough; where the legal Guilds provide a salary, and the Player can enjoy all the features of a banking system.
CEO is highly customisable, allowing the Player to choose which features they use, and which they don’t.
CEO includes:
- Weighted Gold
- Separate currencies for Cyrodiil and the Shivering Isles
- Guild Salarys for the Mages’ and Fighters’ Guild
- A working Bank
- Safety Deposit Boxes
- Individual economies for each of Cyrodiil’s Towns.

Please be aware that the current version of CEO is only a Beta, and is now being released to the Public for wider-testing. If you find any faults or issues, please report them to the Official Thread, which can be found at the Bethesda Forums/

Requirements
- Oblivion
- Latest Patch
- OBSE
- Shivering Isles
Note: Only some parts of this Mod require Shivering Isles. If you are not using those parts, you should be able to use the Mod without Shivering Isles. However, this cannot be guaranteed, and so it is recommended that you have Shivering Isles

Install
1. Copy ‘Cyrodiil Economic Overhaul.esp’ to your Oblivion/Data directory
2. Copy ‘Cyrodiil Economic Overhaul.bsa’ to your Oblivion/Data directory
3. Copy ‘Cyrodiil Economic Overhaul.ini’ to your Oblivion/Data directory
4. Check ‘Cyrodiil Economic Overhaul’ in your Data Files menu

Uninstall
1. Delete ‘Cyrodiil Economic Overhaul.esp’ from your Oblivion/Data directory
2. Delete‘Cyrodiil Economic Overhaul.bsa’ from your Oblivion/Data directory
3. Delete‘Cyrodiil Economic Overhaul.ini’ from your Oblivion/Data directory
Note: On uninstall, Merchant gold amounts will not return to original settings

Town Economies
Each Town in Cyrodiil, and the Imperial City, have an independent Economy, which affects how affluent the people of that Town are. When a Town has a high Economy, Merchants will have more gold available to Barter with, and will be more willing to Barter with the Player (representedf by a lowering of their Mecantile Skill).
The Economy of a Town is periodically recalculated, based on a number of variables. By default, the Economy of a Town is recalculated every day, however this value can be extended to almost any value. A frequent recalculation of a Town’s Economy leads to more dynamic and varying Economies; a less frequent recalculation of a Town’s Economy produces a more stable Economy.
Several variables contribute to a Town’s Economy:
Base Economy
Only used once, a Town’s Base Economy is a static value built into the Mod itself, and represents how affluent that Town is, based on its presentation, position and Lore in Vanilla (Unmodded) Oblivion. For example, Bravil has a lower Economy than Anvil, whilst the Imperial City has the highest Economy of all Towns.

Previous Economy
The Economy of the Town when the Economy is recalculated.

Player Spending
In Oblivion, the Player is the only person who really spends any Gold. Whilst the Player’s spending is arguably specialist (i.e., the Player has reason to buy weapons/armour, whereas other NPCs may not), the Player’s spending is used as as example of the average spending in Cyrodiil: assume, perhaps, that there are other Adventurer’s around, buying from the stores.
The Player’s spending in each Town affects that Town’s economy.

Economy of Nearby Towns
A Town’s Economy is affected by the Economy of other Towns nearby, and its own position in the global Economy. If a Town’s neighbours are doing well, it may benefit from the overspill, or more people travelling through it to reach that other Town.

The Oblivion Crisis
After the Player delivers the Amulet and sets off after Martin, the Oblivion Crisis officially begins. Each day the Crisis continues has a slight negative effect (approx. -3 points) on each Town’s Economy. If the Oblivion Crisis continues for a long period, the effect will become more pronounced.
Note: The Oblivion Crisis begins when you receive the message: ‘I arrived at Kvatch to find the city in ruins and the survivors camped outside the walls. I need to find out if anyone here knows what happened to Martin.’

Necromancer Activities
During the Game, the Player may encounter Necromancers from time to time. As the nature and order of these Necromancer’s becomes more apparent, their actions will begin to affect Town Economies-- Necromancy may not be illegal, but word of it has a knock-on effect in the wider world.

Random
Shoppers and their spending for each Town are randomly simulated.

The time until a Town’s Economy can be changed using the included .ini file. Further, it is possible to set each Town’s Economy to be recalculated at different rates: for example, a Town you do not often frequent can have an Ecomony which updates very infrequently, whilst one you visit more often can have a faster rate of change.
Note: At this time, Merchant Gold does not change when a transaction is performed.

The Imperial Bank
The Imperial Bank stands in the Talos Plaza District of the Imperial City, directly behind the Dragon statue. When enabled, the Imperial Bank will enable the Player to partake of simplified banking features.
To use a banking feature, speak to a Teller, and either select ‘Perform Transaction’ (for general actions), or a specific action from their dialogue menu.
The features available are as follows:
Open Account
Costs 1000 Septims. This money becomes your opening balance, and is required to use the other functions.

Deposit Money
Allows you to deposit money. Set the amount to be deposited using the buttons to increase or decrease the value.

Withdraw Money
Remove money from your account. Se the amount to be withdrawn using the buttons to increase or decrease the value.

Deposit Box
Purchase or view your Deposit Box. When you have a deposit box, you will be charged 10 gold per day. This money is automatically taken from your account. If you do not have enough gold to pay, you will receive a small bounty. For every day you do not pay, the bounty will increase. Paying off your bounty writes off your debt with the Bank.
Your Deposit Box is located on the top row, directly opposite the door.

View Balance
View your Balance.

Upgrade Account
You can upgrade your account if you have enough money. The money to upgrade your account is LOST when you upgrade it. What you are actually doing is ‘buying’ an high interest rate on money already deposited.

You gain interest on your account every so often (seven days by default). This interest rate is determined by your account type: a higher account type provides better interest.

Note: The option to see your current Loan is available, but you cannot yet take out a loan.

Weighted Gold
CEO offers the opportunity to have ‘Weighted Gold’. When this feature is turned on, the Player will receive coins in various denominations. If the Player enters Shivering Isles, any coins they are carrying will magically transform into the equivelent coin for Sheogorath’s realm.
The available denominations are:
1Iron SeptimSteel Sheo
5Copper SeptimBrass Sheo
10Nickle SeptimMadness Sheo
20Bronze SeptimAmber Sheo
50Silver SeptimStone Sheo
100Gold SeptimGlass Sheo
500Platinum SeptimObsidian Sheo

Optionally, the Player can choose two use the ‘Dual Currencies’ function. In this instance, Tamriel and the Shivering Isles will have their own unique currency system, and Gold Denominations will change accordingly.
For example, when Dual Currencies are NOT active, 1 Gold Septim is woth 100 Septims, and becomes one Glass Sheo, worth 100 Sheo on entering the Shivering Isles-- the coin itself is magically transformed into the new coin.
When Dual Currencies IS active, you will retain the currency from one Realm, but it will not be legal tender: if you have 1 Gold Septim prior to entering the Shivering Isles, you will have 100 Gold to spend, and the Gold Septim will be worth 100 Septims. When you enter the Shivering Isles, you will have ZERO Gold to spend, and the Gold Septim will be worth only 50 Sheo.
Dual Currencies creates two distinct, non-related currencies for Oblivion, and is designed for those who would like a little more of a challenge when entering the Shivering Isles.

Giving Coins
You can give coins to any NPC in Cyrodiil. This can be done through Dialogue, where you may select the value of the Coin to be given.

Salaries
You can choose to claim a salary from the Mages’ Guild and the Fighters’ Guild. If Salaries are enabled, and you are a member of either of these Guilds, you will gain 200 * Your Rank as a Salary for your position. For example, if you are an Associate of the Mages’ Guild, you will receive 200 Septims in Salary; if you are the Arch-mage, you will receive 2000 Septims.
You can alter how often a Salary is paid. The recommended setting is once every 7-days.

Imperial Pension
If you become the Champion of Cyrodiil, you can choose to take an Imperial Pension, which will allow you to draw 500 Septims a week.
You can alter how often the Imperial Pension is paid. The recommended setting is once every 7-days.

Customisation
Included is a .ini file, which can be used to toggle features on/off, and to alter other settings.

Known Issues/Things not done
- Merchant Gold does not change during a transation, this is for the future.

Future Intentions
Assuming everything works correctly, the following are intended for future versions of this Mod:
- Loans from the bank
- Tax on homes
- Variations in Merchant Gold during Transaction
- Horse Upkeep cost

Credits
CDM, for some Code
SkunkyLee, for the Bank Interiors
PainKillerRide, for Coin Meshes
TheNiceOne, for some Code (not used in this release, but hopefully in the next :) )
Everyone who offered input for the Bank Mod (the original version of this)

If I missed you out, let me know and I'll add you.