EconomyOverhaul
Expands Sailwind's economy with port production, competing traders, reputation-based prices, cargo water damage, and ship and cargo loans. Requires a new save; Good Time causes market overproduction.
About this mod Author’s original text
Disclaimer: This mod is made with ChatGPT 6.0 Astra and Opus 5.5
NEED TO START ON NEW SAVE
Good time mod will cause market to overproduce under this mod!
Recommend mod
- Mooring Line Fix: For seized ship to properly moored at the port
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- Postal Expansion: For rep grind (since this mod default to let cargo mission gain 75% of rep)
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Mod goal
- Make Sailwind's economy bigger and more robost, and add risk when trading by adding cargo water damage, price intransparency, NPC trader competition and loans.
- Early game will likely be harder with less price info, more NPC trader to compete, and lack of rain cover on small boat. but do provide you leverage option so you can take the risk to progress.
- This mod didn't solve the late game economy problem that is money too easy to come by, in fact it might be more severe since Larger economy = more goods to sell.
Port Capacity and Port production
- All ports is separate into 4 tiers. Each tier have differenct port capacity, which affect their cargo hold capacity, production speed and demands.
- Bigger the Port Capacity, more trade goods will be available, production/consumption will be faster.
- Tiers assigned as following:
- T1 Port (200 capacity): Gold Rock City, Fort Aestrin, Dragon Cliffs
- T2 Port (150 capacity): Oasis, Happy Bay, Kicia Bay, Chronos
- T3 Port (100 capacity): All other port
- T4 Port (50 capacity): Al'ankh Academy, Alchemist Island, Albacore Town, Aestra Abbey, Sanctuary, On'na
- For reference, Vanilla 3 main cities is at 100 capacity, all other port is 50 capacity)
- Background trader would contribute to port capacity, thus every port will grow in capacity overtime.
- The maximum port capacity they can grow is double the default amount
- All port got their production/demand value redo. Production/consumption is overall much MUCH faster than vanilla. There will be more available goods around, and port consume trade good faster.
Background Trader, price infomation,mission and tavern rumor change
- Background trader amount is increase to accommodate for increase production/demand.
- Current NPC trade fleet
- Small local trader: Each region 7, FFL 2. Move at 4.5 knots. Stop at port for 2.5h.
- Medium Local trader: Each region 1. Move at 5 knots. Stop at port for 4h.
- Heavy local trader: Aestrin only, 2 boat. Used for transporting heavy cargo. Move at 4 knots. Stop at port for 24h.
- FFL-EA trader: it trade between FFL and EA, only 1. Move at 6 knots. Stop at port for 6.5h.
- Happy Bay trader: It trade between Happy bay and Aestrin/EA region. Move at 6 knots. Stop at port for 6.5h.
- Regional long range trader: Each region 3, always trade to/back to home region. Move at 7 knots. Stop at port for 8h.
- Independent long range trader: total 9. Trade as they like. Move at 8 knots. Stop at port for 12h.
- Chronos Trader: Trade between 3 main city and Chronos. Move at 8.5 knots. Stop at port for 24h.
- Total 51 boat, compare to vanilla's 36 boat
- All trader speed is faster, but wait in port longer.
- Above 2 changes means you have higher chance to have NPC trader arrive sooner than you, cause your profit to be not as much as you thought.
- To help with this, Tavern sailor now will prioritize to tell you latest depart ship with more precise time and ship infos.
- Price infomation you can receive now tied to reputation
- Rep 0: no price info
- Rep 1: Only get info from 4 of the small local traders
- Rep 2: Get infos from rest of the small trader, medium/heavy trader, Happy bay trader and FFL-EA trader.
- Rep 3: Get infos from Regional long range trader.
- Rep 4: Get infos from independant trader. When you reach rank 4 at 1 region, it gives you 3 boat's infos. So you need to reach rep 4 at 3 regions to get all 9.
- Rep 5: Get infos from Chronos trader.
- Every port now will collect all the price it recieve during the day, and update i
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Dependencies
Install these first, or the mod will not work:
BepInEx-BepInExPack