Kenshi
Enhanced Shopping Economy
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Update: Aug 12, 2019 @ 11:55am

Potential fix for issues with town NPCs breaking down the doors of NPC shops to go shopping

Update: Mar 3, 2019 @ 6:18pm

Added shopping lists and income for "ninja" and "ninja guard" NPCs, I think the latter is what patrols in Mongrel and is now triggering shopping behavior.

Update: Feb 20, 2019 @ 7:52am

Added shopping lists and wages to nomads. Some people using mods that changed nomads were seeing them shop but not be able to afford anything, that should be fixed now as long as this is lower on the load order.

Update: Feb 8, 2019 @ 4:42pm

Patch to AI that I forgot to add. You should see more shopping, especially from friendlies wandering near your outpost.

Update: Feb 8, 2019 @ 4:41pm

Massive update.

Shopping behaviors changed, you should see more store activity now.
Money values, the backbone of the mod, have been reworked. According to the devs, the min and max money values don't actually do anything. Just about everyone will have lots more money now, in theory. You won't notice this as much as you think you will, because money doesn't actually accumulate - it's a single value for how much an NPC has when they shop.
For internal clarity, old shopping lists have been pretty much wiped and replaced. Items are not even by "type" but by function, so this changed a lot - internal references are to dummy placeholder items that don't exist in-game but have an analogous function.
With the previous point in mind, priorities for shopping have been added instead of leaving everything the same. For example, while people will still be less prone to buy narcotics as a rule, they'll prioritize them over food when they do. World's a shitty place, eh?

Update: Dec 14, 2018 @ 7:51am

Added 4 science books to the inventory for the Barkeeper start, as well as another 5000c. This will allow people to research the moisture farming tech, any tangential mid-level tech they might want, and to easily hire an assistant even after building cost.

No notable economy changes have been made in this version.

Update: Dec 9, 2018 @ 6:58pm

Fixed an issue with the Barkeeper start - I gave a bunch of techs with it, but that means it didn't give the default techs and you couldn't even build a research bench. Those (and the storm house tech) have now been added. You also start in Stoat now, instead of Trader's Edge.

Update: Dec 9, 2018 @ 2:35pm

Changelog:
There were either new units added in 1.0, or units that I missed before. They've had their shopping and finances updated accordingly.

Chris massively changed the paradigm for wages on release. For example, bar thugs (who do have a shopping list) previously had a max of 200 cats and no wage. On 1.0 release, the wage value was set to a whopping 1000 cats. I'd set it to 150, on the basis of wanting most people to reach max money in 2-6 days - combined with the randomized chances for purchasing goods, that should ideally result in them buying more expensive stuff after not buying anything for a day. There's really no way that I'm aware of to debug how much money someone has at a given time, so it's all guesswork. I'd guess that they don't earn wages if they're above or at max, not that they're capped at max, but it's one of those things that's laughably hard to test.

If wage values work the way I now think they do, the shopping changes in 1.0 indicate that they simply wanted most units to be able to buy everything on their shopping list every single day. Good for making money, yeah - not so good for immersion, or a dynamic world. The scope of this mod has changed accordingly - I initially just wanted it to prevent everyone from whining about not having enough money, now it's turned into something much more complex. People won't necessarily buy food every single day. They'll be even more thrifty about alcohol. Same with other goods.

I tweaked more values for chances of items being added to shopping lists. This is an inherent issue* with my modding style - I get a brilliant idea and start implementing it, then never go back. So the anti-slaver ninjas won't ALWAYS be buying your splint and first-aid kits anymore, because they come first alphabetically and I didn't get the idea until I was in the Ds or so.

*this may be because I only mod this game when I have a bottle of sake close at hand myself. UC for life.

Update: Dec 4, 2018 @ 5:05pm

Most units now have food purchase chance decreased from the vanilla value of 100%. This respects race - most shek-only types will always buy food.

Alcohol purchase chance has been decreased by varying armounts from a nearly universal 100%.

UC Nobles have absurd amount of money. Nobles will go shopping during the Noble Procession event. If one stops by your well-stocked store and you have the right trade goods, you stand to make bank.

As a rule of thumb, poorer people will be more likely to buy goods (especially food) and less likely to buy alcohol. Included some peasant and citizen types that I had missed.

Caravan leaders will be looking for luxury goods, medical supplies, and hacksaws; hivers will also want fuel, armor plating, and robotics components. They're also excessively rich.

Most (but not all) characters will fully restock their money in 3-5 days.

Expect to see more traffic from mercs, caravan guards, etc.

Update: Dec 3, 2018 @ 6:19pm

v1. The first version to go public. I wrote this in less than 2 hours with no previous modding experience. I haven't even tested it. I'm sure something is broken. Let me know, and I'll try to fix it.