[REL] Cyrodiil Economic Overhaul

Post » Fri Feb 25, 2011 8:43 pm

Download Link : http://www.tesnexus.com/downloads/file.php?id=26479

Cyrodiil Economic Overhaul, Beta One is now available for Download. This is a Public Beta for wider-testing. If you find any issues or problems with the Mod, please report it here with as much information as possible (Nature of the bug, where, when, conditions, et cetera). If you have anu suggestions, please feel free to also post them.

Thank-you for taking the time to test this Beta for me :)

Note: Everything needed to use CEO is found at the download link, if you are running any older versions (particularly those before the TesNexus version 1.0 build), please delete all associated files. If you are also running 'The Bank Mod' that I released, please remove that Mod as well, as it is now integrated into this Mod.

Introduction
'Cyrodiil Economic Overhaul' is an economic Mod designed in an attempt to make Cyrodiil's Economy seem more realistic, without compromising the 'fun' of Oblivion. My aim has been to provide a system where money feels important, nut neither unbalances the Game, nor makes managing your funds too difficult to be enjoyable.
Cyrodiil Economic Overhaul presents a simplified Economic system where monatary transactions have an influence on the world: when CEO is running, the Player can watch as a Town's Economy rises and falls in relation to supply and demand, where Merchants are happy to share the wealth when times are good, and money-grabbing Scrooge's when times are tough; where the legal Guilds provide a salary, and the Player can enjoy all the features of a banking system.
CEO is highly customisable, allowing the Player to choose which features they use, and which they don't.
CEO includes:
- Weighted Gold
- Separate currencies for Cyrodiil and the Shivering Isles
- Guild Salarys for the Mages' and Fighters' Guild
- A working Bank
- Safety Deposit Boxes
- Individual economies for each of Cyrodiil's Towns.

Please be aware that the current version of CEO is only a Beta, and is now being released to the Public for wider-testing. If you find any faults or issues, please report them to the Official Thread, which can be found at the Bethesda Forums/

Requirements
- Oblivion
- Latest Patch
- OBSE
- Shivering Isles
Note: Only some parts of this Mod require Shivering Isles. If you are not using those parts, you should be able to use the Mod without Shivering Isles. However, this cannot be guaranteed, and so it is recommended that you have Shivering Isles

Install
1. Copy 'Cyrodiil Economic Overhaul.esp' to your Oblivion/Data directory
2. Copy 'Cyrodiil Economic Overhaul.bsa' to your Oblivion/Data directory
3. Copy 'Cyrodiil Economic Overhaul.ini' to your Oblivion/Data directory
4. Check 'Cyrodiil Economic Overhaul' in your Data Files menu

Uninstall
1. Delete 'Cyrodiil Economic Overhaul.esp' from your Oblivion/Data directory
2. Delete'Cyrodiil Economic Overhaul.bsa' from your Oblivion/Data directory
3. Delete'Cyrodiil Economic Overhaul.ini' from your Oblivion/Data directory
Note: On uninstall, Merchant gold amounts will not return to original settings

Town Economies
Each Town in Cyrodiil, and the Imperial City, have an independent Economy, which affects how affluent the people of that Town are. When a Town has a high Economy, Merchants will have more gold available to Barter with, and will be more willing to Barter with the Player (representedf by a lowering of their Mecantile Skill).
The Economy of a Town is periodically recalculated, based on a number of variables. By default, the Economy of a Town is recalculated every day, however this value can be extended to almost any value. A frequent recalculation of a Town's Economy leads to more dynamic and varying Economies; a less frequent recalculation of a Town's Economy produces a more stable Economy.
Several variables contribute to a Town's Economy:
Base Economy
Only used once, a Town's Base Economy is a static value built into the Mod itself, and represents how affluent that Town is, based on its presentation, position and Lore in Vanilla (Unmodded) Oblivion. For example, Bravil has a lower Economy than Anvil, whilst the Imperial City has the highest Economy of all Towns.

Previous Economy
The Economy of the Town when the Economy is recalculated.

Player Spending
In Oblivion, the Player is the only person who really spends any Gold. Whilst the Player's spending is arguably specialist (i.e., the Player has reason to buy weapons/armour, whereas other NPCs may not), the Player's spending is used as as example of the average spending in Cyrodiil: assume, perhaps, that there are other Adventurer's around, buying from the stores.
The Player's spending in each Town affects that Town's economy.

Economy of Nearby Towns
A Town's Economy is affected by the Economy of other Towns nearby, and its own position in the global Economy. If a Town's neighbours are doing well, it may benefit from the overspill, or more people travelling through it to reach that other Town.

The Oblivion Crisis
After the Player delivers the Amulet and sets off after Martin, the Oblivion Crisis officially begins. Each day the Crisis continues has a slight negative effect (approx. -3 points) on each Town's Economy. If the Oblivion Crisis continues for a long period, the effect will become more pronounced.
Note: The Oblivion Crisis begins when you receive the message: 'I arrived at Kvatch to find the city in ruins and the survivors camped outside the walls. I need to find out if anyone here knows what happened to Martin.'

Necromancer Activities
During the Game, the Player may encounter Necromancers from time to time. As the nature and order of these Necromancer's becomes more apparent, their actions will begin to affect Town Economies-- Necromancy may not be illegal, but word of it has a knock-on effect in the wider world.

Random
Shoppers and their spending for each Town are randomly simulated.

The time until a Town's Economy can be changed using the included .ini file. Further, it is possible to set each Town's Economy to be recalculated at different rates: for example, a Town you do not often frequent can have an Ecomony which updates very infrequently, whilst one you visit more often can have a faster rate of change.
Note: At this time, Merchant Gold does not change when a transaction is performed.

The Imperial Bank
The Imperial Bank stands in the Talos Plaza District of the Imperial City, directly behind the Dragon statue. When enabled, the Imperial Bank will enable the Player to partake of simplified banking features.
To use a banking feature, speak to a Teller, and either select 'Perform Transaction' (for general actions), or a specific action from their dialogue menu.
The features available are as follows:
Open Account
Costs 1000 Septims. This money becomes your opening balance, and is required to use the other functions.

Deposit Money
Allows you to deposit money. Set the amount to be deposited using the buttons to increase or decrease the value.

Withdraw Money
Remove money from your account. Se the amount to be withdrawn using the buttons to increase or decrease the value.

Deposit Box
Purchase or view your Deposit Box. When you have a deposit box, you will be charged 10 gold per day. This money is automatically taken from your account. If you do not have enough gold to pay, you will receive a small bounty. For every day you do not pay, the bounty will increase. Paying off your bounty writes off your debt with the Bank.
Your Deposit Box is located on the top row, directly opposite the door.

View Balance
View your Balance.

Upgrade Account
You can upgrade your account if you have enough money. The money to upgrade your account is LOST when you upgrade it. What you are actually doing is 'buying' an high interest rate on money already deposited.

You gain interest on your account every so often (seven days by default). This interest rate is determined by your account type: a higher account type provides better interest.

Note: The option to see your current Loan is available, but you cannot yet take out a loan.

Weighted Gold
CEO offers the opportunity to have 'Weighted Gold'. When this feature is turned on, the Player will receive coins in various denominations. If the Player enters Shivering Isles, any coins they are carrying will magically transform into the equivelent coin for Sheogorath's realm.
The available denominations are:
1 Iron Septim Steel Sheo
5 Copper Septim Brass Sheo
10 Nickle Septim Madness Sheo
20 Bronze Septim Amber Sheo
50 Silver Septim Stone Sheo
100 Gold Septim Glass Sheo
500 Platinum Septim Obsidian Sheo

Optionally, the Player can choose two use the 'Dual Currencies' function. In this instance, Tamriel and the Shivering Isles will have their own unique currency system, and Gold Denominations will change accordingly.
For example, when Dual Currencies are NOT active, 1 Gold Septim is woth 100 Septims, and becomes one Glass Sheo, worth 100 Sheo on entering the Shivering Isles-- the coin itself is magically transformed into the new coin.
When Dual Currencies IS active, you will retain the currency from one Realm, but it will not be legal tender: if you have 1 Gold Septim prior to entering the Shivering Isles, you will have 100 Gold to spend, and the Gold Septim will be worth 100 Septims. When you enter the Shivering Isles, you will have ZERO Gold to spend, and the Gold Septim will be worth only 50 Sheo.
Dual Currencies creates two distinct, non-related currencies for Oblivion, and is designed for those who would like a little more of a challenge when entering the Shivering Isles.

Giving Coins
You can give coins to any NPC in Cyrodiil. This can be done through Dialogue, where you may select the value of the Coin to be given.

Salaries
You can choose to claim a salary from the Mages' Guild and the Fighters' Guild. If Salaries are enabled, and you are a member of either of these Guilds, you will gain 200 * Your Rank as a Salary for your position. For example, if you are an Associate of the Mages' Guild, you will receive 200 Septims in Salary; if you are the Arch-mage, you will receive 2000 Septims.
You can alter how often a Salary is paid. The recommended setting is once every 7-days.

Imperial Pension
If you become the Champion of Cyrodiil, you can choose to take an Imperial Pension, which will allow you to draw 500 Septims a week.
You can alter how often the Imperial Pension is paid. The recommended setting is once every 7-days.

Customisation
Included is a .ini file, which can be used to toggle features on/off, and to alter other settings.

Known Issues/Things not done
- Merchant Gold does not change during a transation, this is for the future.

Future Intentions
Assuming everything works correctly, the following are intended for future versions of this Mod:
- Loans from the bank
- Tax on homes
- Variations in Merchant Gold during Transaction
- Horse Upkeep cost

Credits
CDM, for some Code
SkunkyLee, for the Bank Interiors
PainKillerRide, for Coin Meshes
TheNiceOne, for some Code (not used in this release, but hopefully in the next :) )
Everyone who offered input for the Bank Mod (the original version of this)

If I missed you out, let me know and I'll add you.

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Talitha Kukk
 
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Post » Sat Feb 26, 2011 2:41 am

So I know you had a WIP thread which I didn't read that closely - thinking that this was much further off.

So forgive me if these questions have been answered.

Does this make obsolete:
Living Economy
za_Bankmod

Does this affect how transactions are implemented. For instance I use the Pure Immersion pluggin that allows me to gain more skill benefit from selling expensive items than cheap ones. From the readme it doesn't seem to effect that kind of thing.

How about merchant chests or leveled lists? Does this effect anything related to what they sell like this mod does: http://www.tesnexus.com/downloads/file.php?id=25981 (which is a very cool mod btw)?

You mention necromancers and their effect on the economy - are these added by the mod? Is there quest components to this - quests that affect the main quest or something?

thanks
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Monika Fiolek
 
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Post » Sat Feb 26, 2011 4:35 am

My assumption would be that Living Economy WOULD be made redundent by this. I *believe* it may be possible to use them both together with the right settings, but I couldn't swear to that, and would advise against it.

za_Bankmod is not one I use, but I suspect it could be used as well, to give another Account. If someone can check this and let me know I'd be grateful :)

Merchants and levelled lists are not touched, nor is the experience from transactions.

Necromancers are from a Vanilla Oblivion Quest line.
Spoiler
The Mages Guild

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Danny Blight
 
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Post » Fri Feb 25, 2011 9:58 pm

You mention necromancers and their effect on the economy in witch way
[Dreaming of old Telvani Necromancer mod on]
Skeletons works on farms plantations and mines much better then living slaves or prisoners
Necromancer can perform a some healing arts for incomes
Get ride of wild Undeads on contracts
Celing rare magical potions ingridients and devices
[Dreaming of old Telvani Necromancer mod off]
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rolanda h
 
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Post » Sat Feb 26, 2011 2:55 am

They just contibute to a decrease in Town Economies (anything which effects the economy either positively or negatively increases a town's overall economic level. You won't see the effects directly, but rather indirectly through how much Merchants have to barter with (with the effect becoming more noticeable as time goes on, assuming everything is working right))
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Latisha Fry
 
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Post » Fri Feb 25, 2011 10:15 pm

Been looking forward to this. I like trading, I also like craftybits.

some questions

1) suppose I corner a market. i.e I buy all the steel armours from one town with a poor economy and sell it to one with a high economy.
would it:
a ) cause the price of steel armour to rise in the poor economy town due to their scarcity
B ) cause the price of steel armour to drop in the high economy town due to the sudden influx of goods?

2) I create an item. non magical, some cloth clothing using craftybits. I go to a clothier.
this item whilst not valuable initself is not one that the store has. would the price of the item be increase slightly.
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kirsty joanne hines
 
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Post » Sat Feb 26, 2011 4:14 am

1) I have no idea, officially. My guess would be the price of items would drop slightly in the Higher Economy town, as money is moving there. However, for now individual item types are not taken into consideration (you can't corner a certain market yet, but that may happen in the future, based on Merchant types)

2) No, Prices are affected by the Town's Economy, not the item. I did this to avoid conflicts with Mods that change item prices. It's possible it will come in the future, but with this Beta Release, I've tried to keep it to the bare minimum of economic features (so I can make-sure they're all working before building upon them)

Just for clarification: with this Beta, I've added in only the basic features, specifically the controls for Gold, Banking, and changing Merchant's Gold based on a Town's Economy. Once all those features are confirmed working without any major issues, I'll begin adding in other features from there.
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Baylea Isaacs
 
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Post » Fri Feb 25, 2011 11:30 pm

Thanks for the quick reply...
(the wizard gones back to his corner and thinks of things that will cause more work for saensland)
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Nice one
 
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Post » Sat Feb 26, 2011 4:21 am

Hi Saensland,

Having read the readme this looks pretty good. However I for one would just like to know whether your mod "seeds" these new coin denominations throughout the world, so that adventuring in a dungeon and opening a chest I might find a mixture of say, gold, silver and iron septims? Also, will merchants accept different coin denominations when you buy goods?

If it can do that, definitely worth the download. If not I'll keep an eye on it nonetheless, thanks for the mod though ;)

Also a suggestion: maybe you could avoid the word "Teller" in future versions? Its anachronistic and it reminds me of "automatic teller machine". Perhaps you could call them moneylenders or moneychangers? More in keeping with the medieval/fantasy theme.
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gandalf
 
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Post » Fri Feb 25, 2011 9:25 pm

If everything is working, gold in chests will be replaced by Coins. Merchants WILL accept different denominations of coin, however it is primarily simulated: your Gold changes, and the Coins you possesses are recalculated. The Coins basically represent 'counters' related to your actual Gold.
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Alberto Aguilera
 
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Post » Fri Feb 25, 2011 11:11 pm

That's awesome, Saensland, thank you!

I will give it a run-through this weekend.
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Maria Garcia
 
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Post » Sat Feb 26, 2011 4:40 am

If everything is working, gold in chests will be replaced by Coins. Merchants WILL accept different denominations of coin, however it is primarily simulated: your Gold changes, and the Coins you possesses are recalculated. The Coins basically represent 'counters' related to your actual Gold.

Does it mean that this mod affects LL?
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Michelle Serenity Boss
 
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Post » Sat Feb 26, 2011 1:06 am

I would think he just runs some kind of gold conversion on the chest as the player opens it, to take standard coins and convert them into the equivalent monetary value of various different coins. Seems to me the simplest.
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Robert Jackson
 
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Post » Sat Feb 26, 2011 12:19 am

It converts them prior to loading: right now, I don't know 'quite' how to do it on opening (I have an idea, but we'll have to see). no LevelledLists are touched directly.
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Rudy Paint fingers
 
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Post » Sat Feb 26, 2011 6:03 am

Yay, it's out! Can't wait to see this in action.

As for the coins, I say, if it's reasonably optimized and not broken, then don't fix it. :) I love the that SI has different coins that Tamriel, it so helps witht he immersion. I mean, what would Mad God's subjects do with a bunch of shiny Septim heads, aight? :) Thank you so much for this!
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Ross Zombie
 
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Post » Fri Feb 25, 2011 8:57 pm

Of course a suggestion for further development would be to give all the different coins unique textures... sorry if I'm getting ahead of you though (I haven't even tried the mod yet)!!

This is just an awesome idea though, I used to love D&D with all its different coinage I guess.
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Celestine Stardust
 
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Post » Sat Feb 26, 2011 9:51 am

They already have different textures (and icons), which are of a very high quality. :)
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victoria johnstone
 
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Post » Sat Feb 26, 2011 6:51 am

Ah, my bad ;)
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Tanika O'Connell
 
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Post » Sat Feb 26, 2011 8:15 am

Will download now and test shortly :D That is one heck of a feature list, lol. Having such an intricate economic system might be en elegant solution to my problem. The mod MageEquipment makes enchanted clothes more useful and common. But combined w/ OOO, item values are exceptionally high. I actually enjoy bartering and shopping around, so simply locking the slider is ineffective. With town-based dynamic gold, it should take longer to find good prices and unload all of my loot, so the massive income is spread out over time. That's my hope anyways, lol.

I do have one question for you. Regarding the PlayerSpending feature, what happens if you're off questing or dungeon-hopping for a month or more? Are there other factors that contribute to average Cyrodiil spending? As you say, the player's spending is very specialist. I often don't need to buy my supplies. I take all of my food, potions, etc. from the world. Last question, and I am being serious. What happens if you kill everyone in town except the shop-keepers? :evil: I might have, possibly destroyed Borderwatch and half of Chorrol. Just a little bit. In any case, I look forward to giving this a try. Hopefully it makes depositing the spoils of a dungeon crawl a bit more challenging.
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Lynne Hinton
 
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Post » Sat Feb 26, 2011 9:22 am

PlayerSpending - other featues (such as NPC spending) are simulated. I am hoping this wider Beta will reveal just how much influence Player Spending has. It shouldn't be too much overall, but who knows just now :)

Killing people won't matter: NPCs don't really spend Money, so they do not factor in. Their behaviour is simulated, and you're not penalised for having too few citizens :)

All feedback is welcome: do you find it too easy to make money, too hard? Are the Barter Gold values too high/low? Et cetera.
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Chad Holloway
 
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Post » Sat Feb 26, 2011 1:50 pm

Interesting mod, will try soon... some suggestions in the meanwhile.

Having the Oblivion crisis and the Necromancers affect the economy is a good idea. However, I think you should at least add some rumors to merchants so that they tell you how much those events are hurting them. Without some "flavor text", the decrease will just slowly penalize the player, and may even go unnoticed. The player will just be generally annoyed at how little money he's making.

You could extend this by having Oblivion gates that open right outside towns directly affect their economies - after all the citizens are complaining about them and saying they don't dare leave town. (Hopefully this is doable with OBSE without affecting the gate scripts, to avoid incompatibilities with other mods). The "crisis effect" could actually be tied to the number of Oblivion gates open in the vicinity of the town: the more you close nearby, the more merchants breathe easy and resume their normal activities.
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MARLON JOHNSON
 
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Post » Sat Feb 26, 2011 12:15 am

Bad news. The mod crashes my game after just a few minutes :( I deactivated it and reactivated Living Economy. Loading a save that had used CEO just crashes the game outright. I used an earlier save and went through the same sequence of events w/out a hitch. I put CEO in the same load position as LE, so your guess is as good as mine :shrug:
Edit 1: Also, the inventory coins were all missing their respective icons.
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Sylvia Luciani
 
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Post » Sat Feb 26, 2011 5:39 am

Where are you when this is happenning? I had something like this in exteriors, but thought to have fixed it :(

On this issue of uninstalling, try this:
Player.RemoveItem XX000EE8 10Player.RemoveItem XX000FO8 10Player.RemoveItem XX001cb3 10Save CEORemove

Load that save, and let me know if it works. Don't forget XX needs to be your load position.

Checking the .bsa, it looks like I forgot to put the Icons in, sorry.

Edit: I've uploaded a new version of the Mod (1.1). It adds the missing Icons to the .bsa file, contains new uninstall Code (See Read Me) and also adds in code ommitted from the previous build (specifically relating to the Oblivion Crisis and Necromancers). I don't think it will stop the CTD, but once I get more information, hopefully I can fix that, too. Let me know how this works, please.
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SUck MYdIck
 
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Post » Sat Feb 26, 2011 8:40 am

Found the problem. I had been using the mod Gold Adjustment. But the omod is kinda buggy. I deactivated it, but the next time I go back to OBMM, there it is again. This time I deactivated it and deleted it. Now CEO seems to work ok :) For what it's worth, I was in the NorthWest watch tower of the IC, connecting the Gardens to Talos Plaza. I dropped all of my coins, then robbed Adrian Decanius and sold some miscellaneous loot. I can't comment on how well the town-based system works just yet, but the mod appears stable. (still can't see my inventory coins though :P)
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SUck MYdIck
 
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Post » Sat Feb 26, 2011 12:59 pm

Curious: does this mod affect individual item prices depending on the merchant you're interacting with, the way Living Economy does?
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Ymani Hood
 
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