Dynamic economy Mod Mod adds a dynamic trading system with local price multipliers, adaptive traders (caravans and orbital ships), and an optional brain mining mechanic that produces trade-only currency.
Dynamic economy Mod Features
Trade caravan changes
- Prices adapt to your buying and selling: selling lots of an item lowers future offer prices, while buying in bulk increases supply and adjusts future prices.
- Traders can bring more of what you recently bought and sell it with a smaller markup than usual.
- Trade caravans bring more silver when your trade turnover is high.
- Price multipliers gradually return to normal over time.
Trading with settlements
- Settlement multipliers are tracked separately from caravan multipliers, making player caravans useful to avoid extreme price margins.
- Regional economy differences: some regions raise/lower prices for certain categories (example: buy steel in mountains, sell food in deserts).
- Use the comms console with a pawn that has high negotiation to gather market info; if you’re lucky, a nearby settlement temporarily changes prices for a category.
Trade ships
- Orbital traders use randomized pricing (configurable), representing non-local markets.
Brain mining
- After bionics research, craft a psicoin miner implant that uses a pawn’s brain to generate psicoin chips.
- Only pawns you control produce psicoins; enslave prisoners before installing the implant.
- Psicoins are sell-only currency with a price that fluctuates randomly about every hour.
Economy rules and balancing
- Purchase multipliers are separate from sale multipliers (a low selling multiplier does not reduce your buying price).
- Factor growth is linear; factor drop is geometrical/exponential. Both are configurable.
Standalone options
- Standalone brain mining version.
- Version without miners, if you don’t want psicoins.
Compatibility notes
- Should be savegame compatible.
- Removing mid-save: only the version without miners avoids issues beyond red log errors.
- Some modded items may not affect price categories correctly (example: buying a modded weapon may not influence other weapon prices).
Languages
- English.
- Russian.
- French (by qux).
Support
- See if the the error persists if you just have this mod and its requirements active.
- If not, try adding your other mods until it happens again.
- Always post your log using the Log Uploader.
- For best support, please use the Discord-channel for error-reporting.
- Do not report errors by making a discussion-thread, I get no notification of that.
- If you have the solution for a problem, please post it to the GitHub repository.
- Use RimSort to sort your mods.