[WIP] Cyrodiil Economic Overhaul

Post » Fri May 27, 2011 9:56 am

Investment One
Mercantile Required : 25+
Cost : 500S
Effect : Increases Merchan Gold by 500S

Investment Two
Mercantile Required : 50+
Cost : 1000S
Effect : Gives 10% of Mercantile Gold as Profit to the Player, paid weekly in the same manner as Salaries


In my opinion, up all costs by at least a factor of 10. Not 500 gold and the merchant has 500 more, but 5000 gold and the merchant has 500 (five hundred) more. Since you're probably going to him quite often, it will pay back.
In case of Investment two, at least 10k, but only put like 1% per merchant weekly. If you have a lot of merchants under your finger, it'll start being too much very fast. :)
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Alisia Lisha
 
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Post » Fri May 27, 2011 12:01 pm

Maybe call the business publication "The Tower Street Journal"
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DarkGypsy
 
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Post » Fri May 27, 2011 5:58 pm

Hi, will you be including an ini with this mod to let users turn on/off the different features or adjust how much they affect things?
In the sense of how Living Economy let you would choose what you wanted and didn't want, but going back and forth between it's many in-game menus was a real pain. Somebody had made an ini for it that was easier to use, but I think it has some problem with not being able to affect a game that already had Living Economy loaded(it was for first time run only, I'm guessing becuse LE wasn't OBSE written).
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Strawberry
 
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Post » Fri May 27, 2011 4:57 pm

Yes, there's going to be an INI :)
It is currently set up for the following :

Days until Interest is paid by the bank
Days until the town Economy is recalculated (individual for each town)
If Salaries can be paid
Days until Salaries are Paid

I plan to add a setting to tell if Money is paid by shops invested in. As more stuff is added, more settings will hopefully be added :)
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 9:44 am

On cool. Will you be able to turn some of the more fancy features off if you just want basic stuff like merchants gold adjusting based on your purchases and sales? :)
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Isaac Saetern
 
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Post » Fri May 27, 2011 5:20 am

Most of it, I think. As it stands, it isn't possible to turn off the general economic system, but I should be able to code it so that these aren't applied; I'll have to check and get back to you to confirm. Obviously the Bank CAN'T be turned on and off, being a building, and same with the Money conversions right now.
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Ally Chimienti
 
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Post » Fri May 27, 2011 3:16 pm

This sounds really great and will hopefully be a great replacement for the buggy Living Economy that I never liked that much.

Keep up the good work :)
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Lou
 
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Post » Fri May 27, 2011 9:32 am

Most of it, I think. As it stands, it isn't possible to turn off the general economic system, but I should be able to code it so that these aren't applied; I'll have to check and get back to you to confirm. Obviously the Bank CAN'T be turned on and off, being a building, and same with the Money conversions right now.


Ah ok, thanks for the heads up. I didn't realise it also had a bank, I better go check the OP again. :P
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Rachie Stout
 
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Post » Fri May 27, 2011 7:48 am

This looks like a great mod, and a replacement for Living Economy, which means I'd be able to cross replacing Living Economy off my to-do list. :P One thing, though...

- Salaries
Weekly Salaries from the Mage's and Fighter's Guilds (the two 'legitimiate' Guilds); Salaries are equivelant to 200 * Rank. If the Player has a Bank Account, the Money is paid in directly; if not, it magically appears on their person.

- Imperial Pension
Those who have saved Cyrodiil from Mehrunes Dagon gain the Imperial Pension of 500Septims a week, paid in the same manner as Salaries.

- Land Tax
A Tax on each home owned by the Player.

- Horse Tax
Cost of looking after horses.

These should be a different mod, or at the very least be 100% disable-able. Controlling merchant resources is one application, controlling player income is another; there are multiple alternate solutions to the latter, and this is one of those situations where flavor is more important than mechanics to many.

EDIT: Ditto on the mercantile-perk salaries. That should never have been in LE to begin with.

EDIT 2: Oh, I see, this is going to include the bank... hrm. Does the bank note mechanic directly interact with your other scripts? If not, there's no reason to have the two in the same ESP. If so, I wonder if the bank notes could be put in a mutual-dependent ESM, so that merchants and banks can both use them, but each is independent of the other?
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Your Mum
 
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Post » Fri May 27, 2011 3:03 am

Well, that's certainly do-able, and in progress :)

I'm working on the following interpretation :

Cyrodiil Economic Overhaul - Main.esm ; Fluctuating town Economies
Cyrodiil Economic Overhaul - Weighted Gold.esp ; Makes Gold weighted/droppable
Cyrodiil Economic Overhaul - Guild Salaries.esp ; Gives Guild Salaries
Cyrodiil Economic Overhaul - Imperial Pension ; Gives the Imperial Pension
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Adriana Lenzo
 
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Post » Fri May 27, 2011 7:58 am

Do you need betatesters ??? :D
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Cathrine Jack
 
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Post » Fri May 27, 2011 4:42 am

Thanks for the offer, I'll probably take you up on it when the time comes :)

Right now I've had to remove the Expert and Master Perks from Vanilla Oblivion since the way they work (permanently affecting the Barter Gold) causes errors in CEO. I'm not sure yet whether to put in new Perks (if I can think of something suitable), or try and simulate the old ones (though how I'd do that I don't know yet, except for the 'Investment' method I outlined earlier).

Right now I've got it all split off nicely. I need to rebuild the Bank, and the the Salaries quests as additional .esp files.
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Marnesia Steele
 
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Post » Fri May 27, 2011 4:39 am

So this will be like the CEO of Oblivion? :hehe:
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Brian LeHury
 
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Post » Fri May 27, 2011 4:06 pm

if there is going to be taxes on horses i think its only fair that there be a "cash for clunkers" option. that way you can trade in prior malbero's horse for a more environmently friendly anvil horse and get a subsidized discount. :)
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Sarah Edmunds
 
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Post » Fri May 27, 2011 9:07 am

Right now I've got it all split off nicely.

:woot: Can't wait. :D
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Joanne Crump
 
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Post » Fri May 27, 2011 9:12 am

Will you add patches so that merchant from mods are affected by this? Blood&Mud and Windfall comes to mind for example.
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Cheryl Rice
 
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Post » Fri May 27, 2011 9:10 am

They are automatically affected, due to how the Script works (or should be anyway)
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Pumpkin
 
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Post » Fri May 27, 2011 1:45 pm

This looks like a great mod, and a replacement for Living Economy, which means I'd be able to cross replacing Living Economy off my to-do list. :P One thing, though...


These should be a different mod, or at the very least be 100% disable-able. Controlling merchant resources is one application, controlling player income is another; there are multiple alternate solutions to the latter, and this is one of those situations where flavor is more important than mechanics to many.


Great mod but I agree with this one. No need for an extra income in this mod, imo.
edit: Hehe. Should read the full thread. ;) Thanks for that. :)

I hope the progress is steady? :D
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GPMG
 
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Post » Fri May 27, 2011 6:42 am

I like the idea of weighted gold, i assume you'll be doing a kind of banking network in the game?
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Josh Trembly
 
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Post » Fri May 27, 2011 4:49 am

Eventually, as an optional extra. I have it built originally, but need to remake it slightly for the new version.

Download Link : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5651
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Mylizards Dot com
 
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Post » Fri May 27, 2011 5:11 am

How drastic is the whole "economy gets worse as Oblivion crisis continues?"

And how does it work?

It might have a negative effect on people that wait on the main quest after Kvatch (to do side quests or just loaf around).

edit: Maybe you could make it just for the main quest where you have to close each town's Oblivion gate before getting extra soldiers to Bruma.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 6:57 am

If the effect is customisable in an ini, that'd be fine. Personally, I use a MQ delayer, something everyone who doesn't want to do the MQ should do.
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Sami Blackburn
 
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Post » Fri May 27, 2011 1:46 pm

It should be -1 to the economy per day; if everything is working correctly, it shouldn't have too great an effect unless you leave it for months/game years.
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Maeva
 
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Post » Fri May 27, 2011 2:59 pm

I am really looking forward to this mod, especially as an upgrade over a slightly buggy Living Economy. I'd also love to see all my mod's custom merchants stop having infinite gold :)
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Jeff Tingler
 
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Post » Fri May 27, 2011 6:13 pm

is it possible to affect diferent merchants seperately?
example:

the Oblivion crisis causes sales/income to drop for merchants, pawnshops, clothing stores, jewelry stores, etc.
but is causes a sales/income increase for the smiths, armorers, fighters guild, etc.

know what i mean?
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City Swagga
 
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