Kenshi
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Nekos Economic Overhaul
 
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0.330 MB
Oct 3, 2017 @ 9:49am
Jan 5 @ 10:58am
17 Change Notes ( view )

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Nekos Economic Overhaul

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In 1 collection by HaTsUnE_NeKo
Complete Modded NPCs Collection
4 items
Description
Rebalances the economy and crafting so prices are more inline to survival.
In the long run you will still be able to make lots of cats, but in the start to mid game and even into late part of the game, it will be much harder to become bill gates of the Kenshi World.

Due to some of the changes, when you first enable this Mod, it is recommended that you import into a new game so the changes are guaranteed to work correctly.

Also when setting this mod, make sure it's put at the bottom of the load order so its changes overwrite other changes by other Mods. this is if you use other Mods to ensure this Mods adjustments take preference.
Making this more compatible with other Mods. including mine since some changes have affected squads. those these changes are different than my other squad changes in my other Mods.

Old saves are compatible long as its current game version. stable or experimental.
NEO is built on the experimental Branch of Kenshi.

Rebalanced

Building materials
Food materials
everyday items
Ruin Loot Spawns, now you shouldnt be able to get 5 or 10 master work items but instead 1 or 2 at most.
added guards/patrols/residents to ruins and floodlands
research times and costs
Research materials costs
Xp Gain due to the longer researching and production times.

Working on/Balancing

All crafting materials
Spawns and loot spawns
Late game Money sinks

also part of the rebalance is costs versus finished item. this means no matter what, even if you buy the materials you will still earn a profit making finished items.

Before you would spend more to make a finished item. It cost more to make it then the sum of its parts. this is now fixed.


Carbon now required to make steel bars.

You can find carbon in all armour and weaponshops.

My tip jar
Hatsune on Patreon[www.patreon.com]

File ON Nexus[www.nexusmods.com]
Popular Discussions View All (2)
54
Nov 6, 2017 @ 9:19pm
Update testing
Bored Peon
13
Jan 25 @ 3:12pm
GREAT MOD!
stecph
< >
134 Comments
zGRIFFINz May 24 @ 5:53pm 
Sorry to hear that. I'll check back in when the game n this mod are more complete.
HaTsUnE_NeKo  [author] May 23 @ 2:29pm 
Nope.
Been five month's with no computer so couldn't work on it.
Trying to fix my computer now.
zGRIFFINz May 23 @ 2:11pm 
Have you finished the "Working On" section found above?
HaTsUnE_NeKo  [author] May 23 @ 7:15am 
It does.
zGRIFFINz May 22 @ 11:01pm 
Does this mod still work with .98.27?
Bored Peon Feb 18 @ 11:12pm 
Yeah if you scroll back through our conversations we pretty much said the ONLY way to fix it is to limit how much money vendors have and only allow them to buy certain items from you. As in only the blacksmith will buy weapons/armor, not the bartenders. Then that forces you to travel to sell elsewhere and kinda enforces a "market" like you were saying.

Unforuntely the devs didnt allow for such an option.
HaTsUnE_NeKo  [author] Feb 18 @ 8:51pm 
There is no way. Unless i make a money sink.
The economic setup is a tad odd. And some places. Unchangeable.
I can delay when you becone bill gates of kenshi. But i cant stop it.
Nesano Feb 18 @ 8:44pm 
If ya give me a good idea of how you want it balanced I could give ya specifics on how viable it is to get through the game without building your own base.
HaTsUnE_NeKo  [author] Feb 18 @ 8:37pm 
I can only do so much with the limits of the game.
Nesano Feb 18 @ 8:33pm 
I wish there were other ways. I've been getting stupid rich because completely depleting every store of their gold with bandanas doesn't crash the bandana market. I wish it wasn't like that, but my armorsmith is just too damn good.