RimWorld

RimWorld

3,027 ratings
Vanilla Trading Expanded
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Mod, 1.4, 1.5, 1.6
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1.584 MB
Mar 27, 2022 @ 10:52am
Jul 4 @ 1:53pm
24 Change Notes ( view )

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Vanilla Trading Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



Check Change notes.



This time, I'd like to tell you a bit about our new mod. Vanilla Trading Expanded is our take on the trading system and RimWorld, meant to add some much needed randomization, planning and strategy to otherwise stale trading. Currently in RimWorld, all values are flat and never change - meaning there are certain things that sell, and certain things that don’t. This mod will change that making market value of things dynamic, and changing based on the supply and demand.

This mod overhauls the trading system and adds many new features, such as the Bank, Planetary news network, fluctuating prices, squeezes and crashes, loans, contracts, stock market etc. Please note this is not meant to be a realistic representation of the economy - I am not an economist, and I also don't want it to be realistic. It's simplified and almost arcadey, because it's a video game, and we don't need a corrupt market in the game to remind us how bad it is outside of it.

If you expected an absolute economy simulation, you’re in the wrong place.

If you want to add extra depth and strategy to trading, I can’t wait to hear what you have to say about our mod!



The content of this mod can be seen below.





Prices of everything fluctuate to ‘simulate’ other factions selling and buying stuff. You will notice overtime that things cost slightly more or slightly less. Generally, every year they will try to rebalance and either drop if they went up, or go up if they dropped, but it’s possible that overtime they will diverge greatly from the initial numbers. Please note: this change affects Market Value, which means fluctuating prices directly affect your wealth.





You can now access the News screen. Overtime, news will be dropping. They affect the prices of certain categories of items. If some settlement is preparing for war, weapons and armor might go up in price. If some faction had a bountiful harvest, prices of food might drop because they will be flooding the market with vegetables. Keep an eye on the news and you will be able to predict the price movements to sell at the peak.



You can now put your hard earned cash in a safe place - the bank. There are two banks right now, a Civil Outlander one, and an Imperial one if you have Royalty DLC. It’s possible for modders to add more banks. Putting money in the bank costs you a percentage - and so does pulling your money out, so don’t abuse the bank too much. The fee depends on your relations to that faction - if you’re allies, there is no fee at all! Good thing about the bank is that the silver no longer counts towards your colony wealth - so if you’re getting raids of enormous size, perhaps deposit some money!



You can now take loans. Either quick ones with insane interest, or longer ones with interest depending on the bank fee, loans are useful if you see a good business opportunity but you’re strapped for cash. Be careful - not paying a loan back will lead to trouble.



You can now put your money in various randomly generated Orbital trade companies. They start with random prices. Overtime, you will notice news regarding the companies - and you will see how they affect the prices of shares. If you see your company releasing astounding earning reports, or investing in new ships to expand the business, make sure to snatch more shares before they go up, to sell at the peak. Shares you own don’t count towards your wealth, so noone will raid you for your portfolio.



You can now access the contracts screen to see what sale contracts are available on the extranet. Anonymous parties will be wanting to purchase certain items for more than they are worth, so if you see a contract you like, procure the item they want (either craft it or buy it) and sell it to the contract holder for sweet profit. That’s right, you can now see if someone wants to buy your 1000 human leather for 300% the value, and get rid of it! Contracts with higher mark-up are more popular, and it could be that someone else will snatch them before you. You should be very, very careful what you aim for!

You can also place your own contracts. The more you’re willing to pay for something, the higher the chance someone will approach you with that item. Be careful to have enough money in the bank to cover the cost tho!




A: Can I add it mid-playthrough to an existing save?
A: Yes, definitely.

Q: Does this work with Combat Extended?
A: Yes.

Q: Can I place my own contracts?
A: Absolutely. Place a contract, decide how much extra are you willing to pay for it, and someone might approach your colony with the goods!

Q: What happens if I don’t pay the loan in time?
A: Your relations with that faction will drop to hostility. On top of that, they will send a raid to threaten you into paying. Interest will accrue every day until you repay the loan. You will not be able to deposit any money in that bank - as all the money you deposit will immediately go towards paying back the loan.

Q: The price of something crashed! Why?
A: We have added crashes and squeezes - if a price of a specific security or item rises by more than 20% in a short amount of time, it can squeeze even higher. After each squeeze, there will be a crash. It’s the same the other way around, if it drops by more than 20%, it can crash, but it will squeeze soon after.

Q: Does my portfolio contribute to my wealth?
A: No, you can safely store your money in the bank or in stocks to lower the raid sizes.

Q: This mod isn’t realistic.
A: Well, the game isn’t either. It’s a backwater planet with shady, mob-run economy. Yes, the fees for bank deposits are huge, but there isn’t exactly an organisation which oversees the banks there.

Q: If I do my business with an orbital trader I have my shares in, will it affect the prices of shares?
A: No, the system isn’t that complex. Stock market is a casino only affected by the news. Damn, that sounds very dark. Let’s just say we were inspired by the real world.

Q: Cryptocurrencies?
A: Not interested atm.

Q: Will this work with other mods that affect supply and demand, or that add banks?
A: I think it should.

Q: Does selling something or buying it affect the price?
A: Yes, there is a formula in place which affects the price of the items you sell or buy excessively. It scales based on the amount of silver changing hands, so more expensive items are affected more.



[forms.gle]

It seems Contract caravan wont leave after packing all gear inside caravan that was requested for many players. We're working on a fix.



Authors:
Oskar Potocki, a mod designer and artist responsible for… well, mod design and art. And some xml too.
Taranchuk, a programmer responsible for all the code.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (23)
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Sep 20 @ 12:55pm
PINNED: Unofficial Bug Reporting Forum
Decima
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Aug 11 @ 12:41pm
PINNED: Unofficial Ideas/Suggestions Forum
Decima
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Jul 20 @ 4:14am
The market is always heading downward
McBlanc
1,074 Comments
chris.venus3 Sep 14 @ 12:40am 
Hey, how Odyssey-compatible is this? In Save Our Ship 2 the caravans to pick up stuff appeared in space and died from decompression.
The King Sep 10 @ 5:44am 
I installed and put the terminal in the building but I cannot interact with it meaning it does not even come to my selection. It looks like a ghost building. Any idea?
Tiberius Rex Sep 2 @ 10:18am 
Does this only work for late game? I installed and I see the mod in Options but nothing to interact with. I'm still in Industrial age, don't even have advanced research bench yet.
Corvus Sep 1 @ 10:07am 
@TheSquidThatDid not sure how to do it without, but with Ideology, you can use a leader speech &/or public execution to fix that
TheSquidThatDid Aug 30 @ 10:57pm 
why are my colonists asking about a "401k" and "Roth IRA"?
Marsianer Aug 25 @ 6:37am 
Is there a way to change the delivery spot for my contract? Cause every time I order something like 3000 chemfuel or 5000 neutroamine, it bursts through my roof in 50 or so transport pods and its a little bit inconvenient
Anker Aug 22 @ 8:52pm 
Actually, you know what? This could use a UI element like the Medieval 2 traders guild. Instead of a bar representing deal fairness, it could have a percentage chance of how likely a contract is to be fufilled by it's due date. Having that information be visible to players- Even if it is just in percent form- Would make it much easier to tell what settings affect what, and let people understand when they need to let a contract take longer, or if they need to put up more of a reward, or so on.
Anker Aug 22 @ 8:29pm 
Which of the settings affects when player made bids are fufilled? Player contracts? NPC contracts? Do you want to set the sliders high or low to make getting them fufilled reliably happen? Does a faction have to physically possess what you're after before it can be fufilled? I can't seem to be able to make certain auctions happen. I'd happily pay through the nose for some specific rare items, but the settings to make that happen seem obtuse.
Oguri Cap Aug 19 @ 8:58pm 
This mod is a testament to my sanity. I love it.
spookwav Aug 13 @ 10:11pm 
Hey guys, y'all can adjust pretty much all of the issues you're having with this mod with sliders in the options menu!

It definitely needs some tweaking to make it feel a little more 'realistic' (like dixie's example, I adjusted things so I can only dilute the market by 25% rather than single highhandedly ruining a planet's supply and demand).

Sliders work both ways too, if you stop things from being able to deviate by the default -90% +200% (I changed mine to -25% +150%), you also miss out on the profit those would bring from traders and contracts.

Fun mod, definitely tweak to your own preference tho!