RimWorld

RimWorld

543 ratings
Social Experience from Trade
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Mod, 1.3, 1.4, 1.5
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470.581 KB
Jan 4 @ 12:32pm
Jan 6 @ 12:54pm
3 Change Notes ( view )

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Social Experience from Trade

Description
Overview
In RimWorld, every skill gains experience when it is practiced. Every skill, except social when trading (and stonecutting but that mod exists already).

If you ever felt like your trade negotiator should have really learned a thing or two after settling a deal worth 10000+ silver, this mod does just that with plenty of settings to satisfy your preferences.

When buying goods, experience gain is (by default) based on the standard market value of that good. Buying a single plasteel always nets you 9 experience regardless of how much it actually costs, multiplied by the colonist's passion and global learning factor.

When selling goods, experience gain is based on the negotiated value of that good. A single gold bar sold for 8 silver nets you 8 experience, multiplied by learning factor. As social skill improves, better deals are negotiated by the colonist, resulting in more experience at the later levels.

Royalty tributes do not give experience, as there is no bonus to having social (even though it uses your Inspired Trade).


Save Compatability
This mod is safe to add and remove at anytime. The mod only calculates experience gain at the moment of trade confirmation. No additional items nor mechanics are added.

Mod Compatability
It works fine in my 300 mod playthrough. The only thing I can imagine that would be incompatible with this mod is something that messes with the cart system when trading.

CE?
Sure.


Github Version[github.com]
68 Comments
Succubus May 24 @ 10:56am 
good mod but it needs to be bound to silver earned, not traded, because you can trade 20000 silver but the trader only pays you 9000 then the exp gain shoul be based on the 9k not the 20k
Infinityvy May 5 @ 8:19am 
i want to use this mod and i think you have a good base but as others have said it might be too op. it could be balanced better with a diminishing returns option. so that the more silver you spent per trader, the less xp you gain from that trader. would make sense too since negotiating with that new person teaches you more than just negotiating over higher quantities.

i slapped together this formula in desmos which gives more xp for low total silver traded but around 250 it slowly starts falling off (at 1k you'd only get ~80% xp, at 10k ~50%). maybe needs a bit more tweaking:

f(x) = (4*x)^0.8
g(x, s) = f(x) - f(s)

- x being the amount of silver traded in the current trade
- s being the total amount of silver traded with that trader before the current trade
- decrease 0.8 to increase the fall off
- increase 4 to delay the fall off
RelaxItsJustAGame Apr 21 @ 12:15pm 
Great idea for a mod; however, it risks being over-powered with the default values.
SketchyGalore Apr 11 @ 7:13am 
As others are saying, this does seem a bit overtuned. An option/addition that would be helpful would be an upper limit on how much can be earned from a trade (though I suppose this could be exploited by just making multiple trades with the same trader.. I'm guessing there's no easy way to make a cooldown on that).
蘸矢矛头 Apr 10 @ 4:30am 
Imbalance,but i love it.
the_ADHD_ninja Apr 9 @ 5:16pm 
this mod crashes my game every time after i enable it
飞花 Apr 3 @ 3:10am 
good
123caboom Apr 1 @ 4:34am 
Got 85k xp from default setting one trade, instant lvl 18 … thx tho for the mod itself
Nameless1 Mar 24 @ 5:25am 
Set my global multiplier to 0.3, considering I don't have skills degradation. x2 is really too much.
ImperialForce9 Mar 24 @ 3:07am 
I hopefully presume there shouldn't be any issues with this mod on multiplayer?