Skyrim Special Edition
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About this mod

A true working economy. Bartering is not just about your Speech skill (nor should it be). Other factors determine pricing: resources in the area, time of year, distance from large cities... even the stage of the Civil War. Costs (other than bartering) likewise fluctuate over time, so you must consider how to spend your hard earned septims.

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Evolving Value Economy

Eve's focus is to make a working, and more interesting/realistic economy. Barter pricing is calculated based on more than your Speech Skill. This is done with a minimalist fashion to ensure compatibility with any other mods, and even enhance other economy mods.

In addition to bartering, costs governed by game settings and global variables are also randomized based on the same factors that adjust bartering (see below).

Bartering Factors

  • Resources: Some areas are more abundant in resources (more farms, more mines, etc.), but the laws of Supply & Demand somehow did not apply. With Eve, if you are in a Hold that has more resources available (therefore a higher supply), bartering will have lower pricing (both buying and selling).

  • Season: Harsh climates and seasons mean scarcer resources and/or more difficulty in fulfilling supply chains. Of course, some areas are less prone to this than others (the more northern holds may experience more difficulty in colder seasons than more southern holds). This in turn drives pricing.

  • Location: The closer you are to the areas most involved in the Civil War, the higher prices are as demand is going to be higher (the hold must provide for the troops waging the war). Areas not as directly involved on the other hand, have less demand.

  • Civil War: Speaking of Civil War... At the beginning you will experience lower prices. But as the war progresses, prices will increase all the way to the pinnacle of the war. Once the war is over, prices will stabilize (but there is now the effort to rebuild).
  • Reputation: Progress (and ranking) within the four main factions (Companions, College of Winterhold, Thieve's Guild, and The Dark Brotherhood) will improve your reputation with all barter targets, whether vendor, innkeeper, or stewards.


I have always struggled with the economy. How can you be level 10 and have enough gold to purchase a house and deck it out with all the most expensive furniture and gear? Wealth accumulation in Skyrim is as about an unrealistic representation of an economy as you can get. Work for your wealth. Be smart about how you spend money (buy low, sell high).

Aside from this, I liked the idea of being a merchant/trader as a side gig for the Dragonborn... which fits in to my SkyRem ideology.

Some price variations may seem very minor, others quite significant (but within the realm of possibility/logic).
In testing at different variations of all of the above factors:
  • Iron Axe: Bought in Solstheim during the warmer months at the beginning of the game for 25.
  • Iron Axe: Sold in Solitude in the colder months following the end of the Civil War for 40.
  • Same scenarios with an Ebony Warhammer: 1,682 and 2,674 respectively.

These are a couple rough representations of the two 'extremes' within an otherwise vanilla game.

In addition to the Bartering Factors that evolve with the game as detailed above, Game Settings and Global Variables related to the Skyrim Economy are periodically adjusted to simulate a changing economy. Some of these remain static, but many "evolve". You may want to consider when buying that new house with your hard earned septims... the price may drop, but it may increase as well. There is some predictability of course if you consider the above four factors.

  • The Min and Max barter range is widened, setting a greater discrepancy between what you pay and what you receive for the same item (Static).
  • Rental prices are increased: Rooms, carriages and ferries, and animals (Dynamic)
  • Costs of services are increased: Hirelings, horses, face sculpting (Dynamic)
  • Houses (including building Hearthfire homes) and furnishings are more expensive (Dynamic)
  • Investing in Vendors is more expensive (Static)
  • Jobs pay less (chopping wood, mining, farming, etc.)(Static)

Lastly, one more minor economy tweak/changes:

  • Crime is more expensive, and varies by hold (Falkreath has some lycan issues, so getting caught transforming there will cost more than other holds).


An MCM is now available with a few settings to further customize your economy.
Lastly, some more minor economy tweak/changes:

  • Adjustment Chance: The % chance that the economy will adjust each time you level up (0% = Never to 100% = Everytime).
  • Civil War Factor: Multiplier for how impactful the stage of the Civil War will be on the global economy (0% = No Impact to 200% = Double original impact).
  • Location Factor: Multiplier for how impactful the distance from a capital will be on the local economy (0% = No Impact to 200% = Double original impact).
  • Resources Factor: Multiplier for how impactful local resource availability will be on the regional economy (0% = None to 200% = Double original impact).
  • Season Factor: Multiplier for how impactful season (weather) will be on the regional economy (0% = No Impact to 200% = Double the original impact).
  • Reputation Factor: Multiplier for how impactful faction line progress will be on the global economy (0% = No Impact to 200% = Double the original impact).

Eve works by adding several Perks to your character via a script that runs one time. All bartering tweaks work via these Perks.

A script runs at each character level up to adjust the costs of other items. Therefore, even if you have a mod that adjusts these, Eve will eventually adjust them. It will not completely overwrite the changes from other mods, but it will adjust the cost by a %.

As such, this mod is 100% compatible with all mods. Eve can be used alone, or as a compliment with other economy mods (Trade & Barter, Trade Routes, Economy Overhaul and Speech Improvements).

If you want a tougher economy without the changing prices (just higher prices), place Eve near the bottom of your load order and set Chance to 0.
If you prefer another mod's adjustment of initial prices, place it after Eve, while still enjoying the realistic economy fluctuations.

SkyRem Character Series - GRACE
Grace: SkyRem Character Series AIO
Gabi: Genders Are Boringly Indistinct (SkyRem Genders)
Rae: Race Abilities Enhanced (SkyRem Races)
Ava: Attribute Value Application (SkyRem Attributes)
Cori: Class Overhaul Re-Imagined (SkyRem Classes) for SE and AE
Elsa: Early Life Skill Adjustment (SkyRem Backgrounds)

SkyRem Immersion Series - EMILI
Emili: SkyRem Immersion Series AIO
Eve: Evolving Value Economy (SkyRem Economy)
Mia: More Immersive Activations (SkyRem Activators)
Inez: Improved NPC Encounter Zones (SkyRem Encounter Zones)
Lora: Loot Overhaul - Rarity & Abundance (SkyRem Loot)
Iris: Indigent Residents In Skyrim (SkyRem Indigence)

SkyRem Gameplay Series
Misti: Masterly - Intuitive Skill Tree Integration (SkyRem Perks) for SE and AE
Cassi: Constellations - A Standing Stones Improvement (SkyRem Standing Stones)

SkyRem: Skyrim Roleplay Enhancement Mod Guide
SkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)