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same idea as lower profit percentage, but with a curve/brackets instead of flat percentage.
not the worst idea honestly considering the scaling in this game goes pretty hard.
It hasn't been updated since 2022 so not something I would try.
It also seems to have some unresolved issues. So no, nothing from what I could find.
Anyway I stick to Ferngill Republic Economy instead. No taxes but still min maxing.
Adding progressive taxes won't make your game harder. If you make enough money - you can just bruteforce taxes handicap with more money.
What would make your game harder is a proper emulation of economics (and, to a certain degree, Ferngil country's internal affairs).
I as third generation seller always find it amusing that outside world do not react to:
1. Some random farmer starting to cultivate unknown species of berry which might be addictive or outright poisonous or cause some other ♥♥♥♥ if consumed in a long run...
2. ...and that farmer sells it left and right without proper certification process...
3. ...and makes a wine out of it, which ALSO is being sold left and right!
After all, Lewis is not eating it all alone. And he finds money to pay the player for all this stuff, from rusty spurs to dinosaur mayonnaise somehow. At least some of the stuff ought to be sold outside Stardew Valley by Lewis.
Now, imagine that once you had your Ancient Fruit vineyard up and running - you get assaulted by Zuzu City police for basically illegal alcohol brewing.
And your whole farm endures a full-scale shakedown afterwards (because you could also brew something way more illegal). For a WEEK.
That's where the real game begins...
If I'll ever have my current real-life problems solved, I'll probably do a sketch or three of concepts of such mod... and maybe I'm still capable of coding...
Obviously a lot has changed in 1.6. Not just in terms of base game code changes, but also new content. Both of these things have huge impact to MARGO.
MARGO was originally coded to make surgical changes to the vanilla code (i.e. mostly transpilers) in order to be as lightweight as possible, and that has gloriously backfired since now most of it needs to be rewritten. And there's no way to know in advance what needs to be rewritten, which means effectively I need to redo everything. MARGO is a huge mod with almost 200 of these surgical changes and hundreds of thousands of lines of code. Imagine my enthusiasm to get started.
With the new content changes, several MARGO features are obsolete, yet others will need to be rebalanced. That is to say, it's not just a matter of updating the code, but conceptually the whole mod needs to be revised.
So the TL;DR:
Yes, I do intend to update it.
No, I have not even started.
When I do, it will take time. May not even come out this year.
Whenever the update comes out, it will probably be a very different mod.
I suggest everyone try out Kedi's talent mod when that comes, which will be much sooner than the MARGO update.
Mass production of alcohol, however, causes very specific troubles in both society and financial system... And a scale at which player's production of booze becomes a noticeable problem for outside world is more achieveable over the course of regular gameplay, than it is for gem production.