[Kenshi 2] A Better Economy
Posted: Mon Feb 17, 2020 10:11 pm
I know this is allot to ask, but I feel this was one of Kenshi's weaknesses of the few it had. I felt it wasn't properly fleshed out due to time constraints?
A Living, Breathing Economy
- Price of Goods in Settlements need to fluctuate, what was a Bargain before can increase in price a week later? The price goes up and down on all items weekly.
- Proper Shops, Playable Characters staff a shop and sell your goods.
-- Shops need prerequisites to be met, Building Size, Food Basket, Shop Counter, Bed to sleep on etc. Or the Shopkeeper Job wont activate?
-- They take a small commission to buy their own food from the profits they make, sustaining themselves.
-- Every Business has it's own Prerequisites, you don't just have to be a Merchant Shop selling your loot.
-- Build a Blacksmith (Meeting the Prerequisites.. Large House, 2 Squad Members, Smithy (Requires Character with Lvl 10+ Weaponsmith/Armoursmith to activate Job), right storage, 2xbeds, shop counter (Requires Character with Speechcraft Lvl10+).
-- Build a Bakery
-- Build a Bar/Brewery/Pub/Restaurant
-- Build a Pottery/Robotics.. Be the Trader Character you want to be in your playthrough.
A New Skill.. Speechcraft.
-- You can haggle with shopkeepers, entering a dialogue with the shopkeeper, every time you try to get a favourable deal, there is a percentage chance you can drop the price, if you fail? you pay more. But the more you try the more your speechcraft skills goes up, making it easier to sweet talk the shop owner for a better deal next time.
Eventually.. a high level Speechcraft will see you get significant discounts, reduce greatly your chance of failure, even improve relations with factions by talking with them, unlocking new dialogue opening new possibilities in the game, being able to manipulate people for profit, new recruits, power or simply survival when you're in a tight spot (Sweet talk your jailer into letting you out of chains paired with high Stealth "Judo Chop*).
Better Mining/Agriculture Mechanics
- Regions need to have resources that only that Faction makes. Everywhere else? it's expensive or high demand so the opportunity to maximize profits!!
-- You pretty much have areas where there is an abundance of a certain metal anyway, so just need to make it more spread out.. Take advantage of that.
-- Late game technology in underground mining will unlock metals that are rare in that region trapped deep below the surface allowing your city to be more self-sustaining reducing even eliminating your dependence on outside trade.
-- You also can't grow Rice in dry areas or Wheat in damp areas, so until you can unlock Hydroponics technology, regions with no water make only desert foods, where wet areas make wet foods. Certain animals are only native to certain regions (Which you have in Kenshi) But you can only buy food items/Animal Skins that are native to THAT region. Foreign foods are brought in from neighbouring regions via trade caravans are more expensive.
-- These rare items can be raided, the more say for example Rice Bowls Travelling Merchants deliver to a city that demand Rice Bowls? The less you will get when you trade the same product until the resource sink clears the resource from consumption by nobles that can afford these luxury foods.
BUT, If you have a party of raiders and you decide to attack these trade caravans, steal their produce? you stop these rare items reaching their destination, they will cost more to Import! You fill that gap, selling what you stole and making the profit.
So there is some market manipulation in the game.
-- Food Spoils, food is no longer immortal. You have 4 stage process for Food.. Fresh >> Rotten >> Decomposing >> Gone!! (Despawned).
Once food is made, it's set on a timer, if not consumed or sold in time it enters stage 2 'Rotten' and becomes inedible for Shek/Human Races (Unless you're a specific race like Hive, animal, Fishmen etc.).
Again, failure after that to consume, it enters stage 3 Decomposing where not even Hive or animals will touch it. Stage 4 is just a despawn, removing it from your inventory.
It's this race against the clock that makes trade in this commodity either Extremely Profitable or Wasted Profit So the high reward should encourage players to make the gamble, matched only by selling High-Tech goods that are highly coveted.
-- Made easier in the Late stages of the Tech Tree.. Unlock the Technology 'Refrigeration' to store your foods to keep them fresh longer, maybe even a future tech to make them last indefinitely so your Faction doesn't overproduce food only to go to waste.
A Living, Breathing Economy
- Price of Goods in Settlements need to fluctuate, what was a Bargain before can increase in price a week later? The price goes up and down on all items weekly.
- Proper Shops, Playable Characters staff a shop and sell your goods.
-- Shops need prerequisites to be met, Building Size, Food Basket, Shop Counter, Bed to sleep on etc. Or the Shopkeeper Job wont activate?
-- They take a small commission to buy their own food from the profits they make, sustaining themselves.
-- Every Business has it's own Prerequisites, you don't just have to be a Merchant Shop selling your loot.
-- Build a Blacksmith (Meeting the Prerequisites.. Large House, 2 Squad Members, Smithy (Requires Character with Lvl 10+ Weaponsmith/Armoursmith to activate Job), right storage, 2xbeds, shop counter (Requires Character with Speechcraft Lvl10+).
-- Build a Bakery
-- Build a Bar/Brewery/Pub/Restaurant
-- Build a Pottery/Robotics.. Be the Trader Character you want to be in your playthrough.
A New Skill.. Speechcraft.
-- You can haggle with shopkeepers, entering a dialogue with the shopkeeper, every time you try to get a favourable deal, there is a percentage chance you can drop the price, if you fail? you pay more. But the more you try the more your speechcraft skills goes up, making it easier to sweet talk the shop owner for a better deal next time.
Eventually.. a high level Speechcraft will see you get significant discounts, reduce greatly your chance of failure, even improve relations with factions by talking with them, unlocking new dialogue opening new possibilities in the game, being able to manipulate people for profit, new recruits, power or simply survival when you're in a tight spot (Sweet talk your jailer into letting you out of chains paired with high Stealth "Judo Chop*).
Better Mining/Agriculture Mechanics
- Regions need to have resources that only that Faction makes. Everywhere else? it's expensive or high demand so the opportunity to maximize profits!!
-- You pretty much have areas where there is an abundance of a certain metal anyway, so just need to make it more spread out.. Take advantage of that.
-- Late game technology in underground mining will unlock metals that are rare in that region trapped deep below the surface allowing your city to be more self-sustaining reducing even eliminating your dependence on outside trade.
-- You also can't grow Rice in dry areas or Wheat in damp areas, so until you can unlock Hydroponics technology, regions with no water make only desert foods, where wet areas make wet foods. Certain animals are only native to certain regions (Which you have in Kenshi) But you can only buy food items/Animal Skins that are native to THAT region. Foreign foods are brought in from neighbouring regions via trade caravans are more expensive.
-- These rare items can be raided, the more say for example Rice Bowls Travelling Merchants deliver to a city that demand Rice Bowls? The less you will get when you trade the same product until the resource sink clears the resource from consumption by nobles that can afford these luxury foods.
BUT, If you have a party of raiders and you decide to attack these trade caravans, steal their produce? you stop these rare items reaching their destination, they will cost more to Import! You fill that gap, selling what you stole and making the profit.
So there is some market manipulation in the game.
-- Food Spoils, food is no longer immortal. You have 4 stage process for Food.. Fresh >> Rotten >> Decomposing >> Gone!! (Despawned).
Once food is made, it's set on a timer, if not consumed or sold in time it enters stage 2 'Rotten' and becomes inedible for Shek/Human Races (Unless you're a specific race like Hive, animal, Fishmen etc.).
Again, failure after that to consume, it enters stage 3 Decomposing where not even Hive or animals will touch it. Stage 4 is just a despawn, removing it from your inventory.
It's this race against the clock that makes trade in this commodity either Extremely Profitable or Wasted Profit So the high reward should encourage players to make the gamble, matched only by selling High-Tech goods that are highly coveted.
-- Made easier in the Late stages of the Tech Tree.. Unlock the Technology 'Refrigeration' to store your foods to keep them fresh longer, maybe even a future tech to make them last indefinitely so your Faction doesn't overproduce food only to go to waste.