Kenshi
DEADPOO Feb 4, 2019 @ 9:37am
The unfairness of Price
I get it when you loot stuff off dead bodies and tries to sell it. The sell value is appropriate because you are selling second-hand items.

What I don't get is say your weapon-smith or armourer makes new items (especially if they are High Grade or above). Or your Iron pressing machines. All theses should be considered new items, and you should get full value when you sell it, especially if you sell it through your own shop counter since you are the merchant. What do you guys think?
Last edited by DEADPOO; Feb 4, 2019 @ 11:18am
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Showing 1-15 of 27 comments
why would you get the full price?
it's the same with any store, buy low sell high
they won't buy a piece of equipment at full price, they would have to make a profit on it themselves. ( if the Kenshi economy actually worked like that )
khan Feb 4, 2019 @ 10:17am 
The Kenshi economy is pretty limited atm but it'd be nice if they implemented a haggle skill like the more you buy/sell the higher your haggling skill will be which can help you get better prices.
Last edited by khan; Feb 4, 2019 @ 10:29am
Saint Feb 4, 2019 @ 10:20am 
Probably done in the name of balance. Every game that let's you buy and sell items does this.
tebow baggins Feb 4, 2019 @ 10:43am 
there's a high chance there's some sort of mod for this or sounds like it would be a very simple one
Michael Feb 4, 2019 @ 11:06am 
You can't buy something for one price and then sell it to your customers at that same price, that makes no sense at all. You would be taking a loss after accounting for your living expenses, payroll, taxes, etc. Every business has to take all that into account before they decide what they can pay for their inventory and what price point they can sell that inventory at.

What would be nice is if we could open our own weapon shop to sell to the public, although I have a feeling it would be way too easy to make money that way.
tebow baggins Feb 4, 2019 @ 11:06am 
i make so much passive cats off of shop selling refitted merc clubs and rum i dont even really think about cats, i modded the economy so NPCs have caps to shop and shop for more than just food. paladins also carry like 2000 cats, not sure if its from a mod

so basically i dont worry anymore about cats i usually have about 200k without thinking about, the shop trickles in income. income was really stressful when starting out i came very close to starvation of 5 ppl..

i recently discovered the power of the Forage Animal work order.. and what happens when you give that colonist a full military escort.. there is so much excess meat hide i dont even bother to look at it. i have so much excess iron plates.. but grog alone is enough to profit and i have that back surplussed.

my game has mostly turned into a passive observance of a warband marauding around stack with full medical coverage and a hospital standing by to be passively filled. occasional i shut a gate when 100 shek revenge show up.

after setting up shop and grog i dont miss manually selling fur in stack

yea theres a mod that lets you sell weapons to the public but their buy rate is not very high it sells slow
Last edited by tebow baggins; Feb 4, 2019 @ 11:10am
BudaKhan Feb 4, 2019 @ 11:37am 
You guys are complaining about money now, and in a few more hours, if you play right you'll be wondering what to spend 100,000s of cats on... calm down... the bigger problem lies with end game expenditure or lack thereof. The game needs something that costs 1M cats, at least if it does, I haven't found it yet.
harberst Feb 4, 2019 @ 11:38am 
What I think would be interesting would be a way to 'donate' cats to an allied faction to increase the overall value of that faction giving the shopping civilians and merchants more cats, but at the risk of bandits in that area becoming better armed (because there's more valuable stuff for them to steal). This in turn could also play into faction takeovers, giving your allies the resources to rebuild newly taken cities. Which would also delay that late game issue of "welp, I've bought all the blueprints, now what do I do with my cats?". Obviously it would have to be some crazy high ratio of donated cats to overall increase to minimize any snowballing effects.
ZoraergazU Feb 4, 2019 @ 11:40am 
in real life.... if you go to pawnshop or store they most likely just buy the item you got for half the price at best.

this is realistic, so no complain from me
RandomDude Feb 4, 2019 @ 11:49am 
High tier weapons needed to be priced highly, so that it takes a while in player progression before he can even afford one of them.

If the player is ALSO able to make these weapons, and sell them at the same/similar price he has to buy them at, there's no gold sink first of all (because you didn't lose any money by selling a weapon to upgrade to a higher tier) and you'd be able to become insanely rich in an even shorter time, making cats even more worthless than they are.

I think a cool idea for a mod would be to make FOOD available in very limited quantities - so much so that it's the driving force of your exploration. Making it more expensive only works for newer squads. Making it available in very limited quantities (as well as making it hard to manufacture) would be a consistent problem.

It would also limit the amount of squad members that you could effectively manage.

The main problems here are obviously Skeletons and the fact that EVENTUALLY you'd have a base that could produce enough food so that once again, scarcity is no longer a driving factor.
Last edited by RandomDude; Feb 4, 2019 @ 11:50am
キールス Feb 4, 2019 @ 11:54am 
I've always looked at Kenshi's economy as a supply and demand thing especially with the different price mark up per location.

It doesn't really matter whether you are selling 2nd hand or a brand new product. If the town doesn't need it, why would they pay top dollar for it.
Yolo$wagger Feb 4, 2019 @ 3:38pm 
The gameplay reason why SCAVENGED equipments sell at low prices is because if you could sell scavanged items for full price, then all other methods of earning money earlygame would be vastly underpowered.
The lore reason is because they are "used" and therefore worth less.

The gameplay reason why CRAFTED equipment sells at a low price is because if you could sell crafted items for full price, every other method of earning money lategame would be vastly underpowered.
The lore reason is because your items are considered of "inferior crafting skill".
(If you read up the lore on weapon manufacturers, you will see that >90% of all weapons found in Kenshi were crafted back in the days of the Old Empire, or earlier).
Last edited by Yolo$wagger; Feb 4, 2019 @ 3:39pm
Morkonan Feb 4, 2019 @ 3:42pm 
Originally posted by Yolo$wagger:
...The lore reason is because they are "used" and therefore worth less...

That may be some sort of weird "lore-based" reasoning about price, but since the only people in the game who want to buy items from you appear to want to be able to sell them at a profit, the "practical business" reason is that they're only ever going to buy the item at less than what a person who wants to buy the item is willing to pay for it....
Stealth Feb 4, 2019 @ 3:45pm 
Originally posted by SCARE:
i make so much passive cats off of shop selling refitted merc clubs and rum i dont even really think about cats, i modded the economy so NPCs have caps to shop and shop for more than just food. paladins also carry like 2000 cats, not sure if its from a mod

so basically i dont worry anymore about cats i usually have about 200k without thinking about, the shop trickles in income. income was really stressful when starting out i came very close to starvation of 5 ppl..

i recently discovered the power of the Forage Animal work order.. and what happens when you give that colonist a full military escort.. there is so much excess meat hide i dont even bother to look at it. i have so much excess iron plates.. but grog alone is enough to profit and i have that back surplussed.

my game has mostly turned into a passive observance of a warband marauding around stack with full medical coverage and a hospital standing by to be passively filled. occasional i shut a gate when 100 shek revenge show up.

after setting up shop and grog i dont miss manually selling fur in stack

yea theres a mod that lets you sell weapons to the public but their buy rate is not very high it sells slow

Is it this mod? I assume you just build a counter and stock it and they will just come and buy?

https://steamcommunity.com/sharedfiles/filedetails/?id=1581929438

Fatbill Feb 4, 2019 @ 11:14pm 
By midgame, you will have too many cats and nothing to spend them on.
I seriously had 1+ mil sitting around just after I finished outfitting my base on a vanilla game.
If anything, it should be less easy to make money.
Money seriously ceases being an issue pretty quickly.
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Date Posted: Feb 4, 2019 @ 9:37am
Posts: 27