Kenshi
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JnB

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jnbradi

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About this mod

This subtly skews the economies of the different factions to open up the 'Trader' style of gameplay. It now becomes much more worth your while organizing trade routes between factions and regions, importing exporting goods. A faction will generally want what they can't produce in their own biomes, and sell cheaply things that they can.

Permissions and credits
This mod works by adding a few more 0.5x to 2.0x standard price modifiers on goods in different areas (adding to what was already there in vanilla). The modifier is first applied to the base price of the commodity before the 'town' price for the good is randomly calculated on the result (vanilla: +/- x50% - x150%), meaning there is still fluctuation between towns keeping each new game (or each import) fresh.


Compatability:
This should be fully compatible with most shopkeeper and economic rebalance mods (like Neko's) as this does not touch base prices, only the 'Trade Culture' special modifiers for certain goods. Any mod that just changes what shopkeepers have, or the base cost of items, will still work with this.

Full list of changes:
('have' means they sell cheaper, 'want' means they pay a premium)

- Swampers have rice goods (incl Sake), want grog and rum, and wheat based food.

- Mongrel needs medical supplies and all kinds of food, not so interested in fog prince heads anymore. Should make it harder to eek out a living there.

- Hivers want Fog Prince heads (to study the sickness), and mechanical/robotics parts for their dodgy machine works. They produce suprisingly cheap and high quality luxury goods, and pearlware (except for the ones on the northern coast who bump up the price a bit because of high demand from nearby UC traders).

- The UC wants Sake, and luxury goods (incl. pearlware), as well as Fog Prince heads for the curious collectors. They have cactus rum.

- The HN want riceweed and rice based foods, as well as cactus Rum. They've got grog. They have no interest what so ever in Luxury goods and pearlware. 

- The Shek want Animal Claws (sticking it to the spiders), and fish, they have Grog.

- The skeletons want all kinds of oldworld tech, motors, and circuits, and cores and what not. They no longer pay much (next to nothing) for the so called 'authentic' repair kits.

- Minor factions, who are either besieged, or just spend time in dangerous pursuits (tech hunters, Flotsam, anti-slavers, rebel farmers, etc) all desperately need medical supplies and medkits.

I've left Hashish and Bloodrum as they were.

Overall, none of the changes affect game play outside of trading much. The price adjustments (+/-50% in most cases) are small enough on the base price that it only makes it 'prudent' to, for example, not buy circuit boards from the hive, or top level med kits from the tech hunters, but the difference is not too great when you're only buying 1 or 2 items. Where it comes into its own is when you stock up huge amounts of cheap goods and move them to where you get the markup. The bulk quantities are where the profits are. Only possible game play affecting change is in Mongrel, where food is now more expensive, and the cut in Fog Prince heads made the easiest way of making money there less lucrative. You should be able to just get by there now, rather than making bank.