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« on: December 05, 2015, 07:39:47 AM »
Well, I am making an economic mod...
I love player games as trader, and I traded stuff in real life too, and Starsector Economy is very boring and makes playing as a trader almost impossible. (instead you must play as Fedex person, doing missions and events only).
I wanted to change lots of things, but some of them aren't changeable now, for example the game has a Economy API, but there is no option to change the Economy engine, unless you change the entire campaign engine (this is allowed!), of course I won't do that, I like the rest of the campaign engine, and don't have time to switch out everything.
So, the features and ideas so far:
Feature done: Taxes varies with various market conditions.
Bigger places, and that has more stability enchancing permanent modifiers has higher taxes (Example: capitals... jangala for example has a military base, is a regional capital, and has a good amount of population, currently in the mod Jangala start with a tax of 34%)
stability by itself lower taxes (ie: places with more trading, and more security caused by the player and other fleets) with very low stability bump up taxes.
fringe places has less taxes (low population get less taxes, and some conditions, like "frontier" and "uncivilised" also get low taxes).
trade centers have lower taxes (free market, trade centers, etc...)
and relationship affect the taxes up to a certain amount, at 100 relationship you get up to a 50% discount in taxes... but at -100 relationship, your taxes are 3 times higher (so even if you managed to figure a way to enter the normal market at -100 relationship, trading on the normal market would be terribly expensive, thus you would be better smuggling anyway).
nexerelin feature I plan to implement today: Markets in the player faction have permanently 0 taxes (I mean, why you would pay taxes to yourself?)
Next feature I want to do: Implement a hidden warehouse value to markets, based on their conditions and population, and create a condition for "oversupply", that makes prices get lower if the warehouses are full, and if warehouses are full and the local market is grossly oversupplied (Example: I saw during my taxes test Jangala accumulate 600% of the local demand for food, and still charge outrageous prices) the price will take a dive (via event condition too).
Unfortunately part of the game that actually generate and consume the goods, and the "NPC" trading, is not moddable, thus why I would need to use a event condition.
Another idea: do something about markets not supplied with goods that are essential to them (example: markets with ore refineries without ore).
Further in the future idea: custom missions (of those you see in the comm channel), maybe other economic features (investing, building, something like that...)
Also I am trying to make the mod stay compatible with Nexerelin and Starsector+, so far so good... (in fact the mod don't even change your savefile for now, you can disable it and load that save and keep playing like if them mod never existed).