So the fact that I have an aegidian account at all is the direct result of me not being able to find an economic balance with downloadable mods alone. That's not including the other minor deficiencies in my Oolite gaming -- economic easy money was the worst most despised one for me. I went all the years between finding Oolite until very recently without a bb account and since no mod combo gave me balance, I finally signed up to see if I could fix that.
(Before I go on, I see that as a fixable problem in itself. Not sure how the wiki or the in-game list of mods could be updated information wise -- I know it's all "there" -- but I just feel like an earnest Ooliter should have found it naturally after that amount of time and checking mods etc.)
Your first reply got me so far in the right direction that the things I was most pissed off about trader economy are
somewhat solved for me now. What I am left with is minor but still significant (to me) imbalances, and I have had to break my rule
* and start editing code to fix them and I'm still not done.
To clarify, my current list of economics-effecting mods is now:
- SW Economy (thank you)
- Risky Business
- heavily tweaked(increased) equipment prices, Vanilla and mod equipment
- Docking Fees
- Stashes
- Pirate Coves (<-- I do not dock at any Hermit I am attacked from)
- Free Trade Zone
- Smugglers
- Random Hits
- Switeck's Cargo Contracts (untested)
- Escort Contracts (in the process of modding fees)
Top are colored because they form the "core" of the economic balance, others are damn relevant but I reckon if I removed every one I would still have the "core" of the balance generally.
And since it has significant effect on income (and therefore balance), I will mention that the combat difficulty and consequence level I play with is very high. I have most of the difficulty-increasing mods I have been able to find -- too many to list -- Hull Damage (increased 2x), almost all of my equipment is breakable, I reject almost every advantage-increasing mod or player-centric "cheat" there is, and unbeknownst to me my entire current save game has been played in very strict Iron Man mode -- so the constant danger and occasional damages cause serious setbacks until I die and it's game over for real. This all hugely effects income and business decisions.
Equipment increases and the justifications for it:
-
Fuel. Vanilla fuel was hardly even a cost, barely an annoyance. I've increased it I think 2.5x -- and much more at other dockables -- so that every injector burn and every emergency fill-up at a dockable is a serious business decision, and even route divergence might begin to affect profits.
-
Weapons, especially missiles. What was an "annoying" bounty wipe out is now essentially a guaranteed loss of some profit.
-
All equipment, vanilla and mod, have been considered for cost "fairness" in my estimation and about 1 in four have been increased significantly.
As per my comment before:
szaumix wrote: ↑Wed Apr 27, 2022 10:27 am
b. reprice ships or any given piece of useful equipment until it more realistically reflects market value
--- example: I've repriced fuel and docking fees to more accurately reflect trade cost decision making. Imagine if flying a jet from LA to NY cost like $500? Markets would be affected.
--- example: I have repriced a lot of equipment. Imagine if buying a new fishing trawler catch setup cost $500 instead of $20,000?
--- example: I am in the process of repricing weapons. Imagine if the trucker's Uzi in the case of a mexican heist cost him $10? Everyone would have uzis instead of shotguns, six-shooters or baseball bats
Having now implemented all this I can say it turns out I was right!
*Editing code was something I resisted for years specifically. Like I wouldn't even look at the code. There's a whole story to that but for now, I am still resistant to any serious manual modding.