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oskarpotocki
oskarpotocki

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Typical Tuesday Suggestions - 06/04/2021

Hey folks!

In this Typical Tuesday Suggestions I'd like to get all your ideas related to RimWorld trading in one place.

Let me know how you would like us to overhaul trading, be it new mechanics, new quests or even things like new trader types.

I will try to answer all your ideas and say if we can do them or not!

Comments

A Nomad trader faction, and the inspired recruitment from Caravans sound exceptional. Having a spacer nomad group with juuuuuust a bit of their own apparel to differentiate them would also make for a good face of the mod, maybe a bit space Gypsey, slightly mystical for reasons later. Having paid workers like mentioned sounds perfect, just being able to hire workers akin to refugees is great, but the workers themselves may need a mood boost for the duration to remain useful when compared to slaves, since they both can have the same traits and the investment on a slave is much better, that way you can have the workers just WORK if they are going to eat your food and use your facilities etc. Also mentioning bribing for no attacks / paying off a raid, it needs it's own event to eat up storyteller points and make it apparent it is working, otherwise you're just omitting a faction from attacking you like let's say Tribals, and instead opening up another faction to raid you in their place in that negative event posed by the storyteller. This is important because otherwise the silver could be used to just improve relations with the faction, assuming they're not pirates. Just imagine a neutral event message like "Attack Avoided - Due to X faction faction receiving payment, your settlement has avoided an assault, saving you from hostilities for now" It would be a dump for silver, and offer a chance for an extra productive colony of maybe pacifists who would have to work to tithe these payments even in higher difficulties (with their own scaling fees for difficulties, maybe even an option added to the difficulty adjustment). A new playstyle of sorts, where you're not facing the rim as much, but breaking your back for other factions. Also let the player pooooossibly pay for protection from Mechanoids in the same way but through the nomad faction (via space Gypsey magic) since Mechanoids are just as if not worse than regular humans for defensive strategies. Manhunters are fine since we can wall ourselves too.

Rinklestein

Simulation of global economy is our cornerstone and will 100% be added!

Oskar Potocki

That is less for Trading Expanded and more for Social Interactions Expanded :P

Oskar Potocki

Sadly, Vanilla Expanded has no plans to include any races. HOWEVER, a non-vanilla expanded Rim Effect mod just might!

Oskar Potocki

Price margins! That's it. We want to have something rather similar, will see how it goes. And thanks for lots of ideas for custom traders! Will definitely include some of those!

Oskar Potocki

Our new system will allow you to see the entirety of the market and how much everything is worth, which will be crucial since the prices of things will now be able to change as the game goes on - plasteel, if in surplus, can become cheaper than steel! I really want the trading ship crash event but I'm worried it's less about trading and more about events, which is not in the scope of this mod.

Oskar Potocki

I like your quest ideas and I will see if we can incorporate some of those. You said simulating a market is a difficult task, but that's exactly what we are doing, and you will find out how in a development blog pretty soon. All I can say is this: prices fluctuate, the more you sell something, the cheaper it gets. This is however not the entirety of the mechanic - there is multiple other factors including time of year, events on the world map that affect the prices etc. We also plan to add a large number of new orbital trader types. As for the new storyteller - unfortunatelly it's far too much work for just a mere Trading mod.

Oskar Potocki

Very solid ideas regarding caravan interaction/quests!

Artillery forward observer. Park a pawn some number of tiles from the target with line of sight and any mortars locked to the same target the observer is looking at will get a giant boost to accuracy. In a similar vein, a shorter-range, higher fire-rate mortar which uses grenades could be cool too. Something like a tube mortar instead of a giant almost-artillery mortar.

Simulating a living market is pretty difficult, so I'm not gonna suggest that. But some good and realistic ideas are; -Faction related orbital traders -A nomad trader faction (either a spacer tech, or industrial tech [having a tribal trading faction isn't very useful for buying anything but pemmican and animals]) -More specific caravan requests from the comms console (being able to request them to bring items for the cost of goodwill) -Being able to bribe factions (offering silver or items in exchange for protection or a promise of no attacks [similar to the threat events that occur in VFE Settlers, but you can initiate it]) -A building supplier caravan type that brings building materials and will not appear at random but has to be requested (brings items like wood, stone blocks, and metals) -Purchasable workers from caravans that become guests that will do different work types, but will leave after 15 days (them dying only affects certain types of workers [Troopers/Sellswords don't cause faction unrest when killed by raids, but Doctors/Chefs do]) -👏More👏Cannibalistic👏Suppliers👏That👏 Aren't👏Orbital👏Traders👏 -A loan/credit system for some factions, that will affect goodwill if left unpaid -A money/supplies loaning quest that rewards you similarly to the "Fugitives Join to Regroup" quest (as in unspecified rewards that may be worth similarly or much more than what was loaned) -A limited resource that gains value later on in game, but selling it early game is still a little bit worth it -A caravan that brings gifts to raise opinion (or so you thought [queue Star Wars quote: 'Its a trap!']) -👏Let👏Me👏Sell👏Drugs👏To👏Drug👏Addicts👏For👏More👏Money👏 -Starving Caravan Quest, loan food/meals and they will repay you later -Chased Caravan Quest (Subquest to the 'Enemy Outpost Quest') A trader is being chased by an enemy, fend them off well for a better deal -Inspired recruitment allows you to try and recruit a pawn from a caravan (better chances if the pawn is related to a colony member) -A new story teller that gives more trade related quests All in all, I'm pretty much asking for a new vanilla factions expanded for a nomad tribe.

Jeffrey Hopple

Same, I've avoided them all because it just adds SOOO much

Love this idea, an evolving economy is definitely something missing from Rimworld

Yeah it's always wierd when a trader who's married to my colonist kinda just leaves with the caravan

RudDud

In Rimworld trading feels.. well empty. I would like it to be part of the story: - The strength of a relationship between and the faction (space traders should be a faction or factions) will influence prices positive or negative. - Traders that you have a decent relationship with will inform you in advance that they will arrive in X amount of time and are willing to buy X item for an increased price if at least X amount can be delivered, additional items are extra profit. - You can request X amount items from a trader for the next time they visit. The trader can respond with I will be able but only for X amount extra on the price (with good social skills negotiations would be fun as well) and when agreed they will arrive in X amount of time. Being able to fulfil the deal will have an effect on the relationship standing. - Landing ships for space traders if you are advanced enough - Trading ship crash event where you can choose to help them or.. well yourself ;) - A random trade faction on the ground that has no faction affiliation and is only interested in trade (also only with custom help events; guard caravan, raid caravan, help fend of an attack). - A faction trade representative can join your colony when X amount of trade has taken place and/or at X amount of relationship. This rep can be controlled but is very limited in work options, a special desk and job would be nice. Faction relationship can be increased by keeping the rep in a good mood and socializing, of course doing poorly will lower it. This will be the contact person and can the rep can use the comms console for certain requests. Reps can fall in love and get married; should the standing get to low with the faction a married (or in love) rep can decide to join the colony or.. their lover/spouse will leave with them. - Having reps in your colony from multiple factions could lead yo awkward situations if they are hostile to each other, social fight, murder, betrayal, etc

I think that places you can trade at should be more specialized. I find myself only going to one or two settlements whenever I need something. Some specialties can include: -Raw food (veggies and meat) -Spices -Meals (regular or gourmet) -Medicine -Livestock animals -Exotic animals -Low tech weapons (tribal) -Industrial tech weapons -Spacer tech weapons -Clothing -Low tech armor -Industrial tech armor -Spacer tech armor -Furniture/recreation -Stone/resources -Slaves Here's where things get exciting: price margins! Players can buy stuff cheap at one settlement and sell it at a higher price at another settlement. But as settlements buy more of a good, they won't be willing to buy it at such a high price and the margins would decrease. And as settlements run low a specific good, they would increase their price (meaning players should buy in-bulk to get the best prices). This would create an entirely new playstyle that incentivizes movement around the map and setting up trade routes.

I always try to load up on race mods because of the great variety it adds. The pawns with their little pros and cons based on their race attributes, kerbals, cat people, dwarves and hobbits, etc. But they are all soooooo bloated with race specific clothes, race specific foods, race specific this and that. I really wish more 'light' race mods were out there.

I think it would be cool if there was a way to interact with your relatives that came in the caravans. Such as having an option to "catch up" with them which causes the 2 pawns to chat for a while. Afterwards they get a mood buff depending on how well things went. Maybe even an offer to join your colony if they're lovers/married?

Jacob Ruth

I think it would be pretty cool if some of your pawns could put on a play - theater style. Invite guests, charge admission, eat popcorn. Sounds cool I think.

Tyler Brown

A few essential mods for my plays have been related to the very under-utilised comms console - what's for sale at advanced settlements, Call trader ships, Get quests from allies. What I find missing is a basic simulation of a regional/global economy which drives pricing of most items. For example regional events like toxic fallout can drive up the price of food locally, while global events like ice age, global warming or others can create global deficits for some goods. A planetkiller could drive the price of all items used for ship parts up. Elements of the game difficulty settings (crop yields for example) could be integrated into the story through very high prices. Even seasons could impact food and resource prices - with crops for example being cheap close to harvest, and expensive in spring. As a result new quests could come up - with opportunities for far trading or joining a large caravan with an ally, or intercepting caravans carrying key resources. Additionally - settlements could have their prices linked to their terrain - fish should be cheap on rivers and coasts, but more expensive elsewhere. Gold, gems and other mineable resources should be cheaper on mountainous tiles where they are more likely to be available.


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