[WIP] Cyrodiil Economic Overhaul

Post » Fri May 27, 2011 5:25 am

Download Link : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5651

You may remember a while ago I released 'The Bank Mod'. Cyrodiil Economic Overhaul (CEO) aims to expand on this idea, and make the Economy of Cyrodiil closer resemble something more real, where Money at least SEEMS important to the NPCs as well as the Player.

As well as Banking, CEO aims to offer:

- Variable Town Economies
Each of Cyrodiil's eight towns (Anvil, Bravil, Bruma, Chorrol, Cheydinhal, Leyawiin, Skingrad and Kvatch), the Imperial City and the Wilderness each have their own economy. These Economies should vary each time the Economy is calculated (defualt, Midnight every day), without presenting extreme changes.
Economies are based on several variables:
- Base Economy - Used when you first start the Mod and based on the town's standing in Cyrodiil
- Previous Day's economy
- Economic direction - A town with a good Economy is likely to keep going up; a town with a bad Economy is likely to keep going down - Unless something drastic happens
- Player's Spending - Since the Player is the only one who really spends Gold, their behaviour is calculated
- Seasons - Each town has a 'Good' season and a 'Bad' season, based on its exports/imports/et cetera
- Random - Simulated customers and spending, to give the idea of an independent existence
- The Oblivion Crisis - the longer it goes on, the more it affects the Economy
- Rumours of Necromancers - As sightings of Necromancers increase, and continue, people become uneasy, affeting the Economy


- Variable Merchant Funds
The Gold a Merchant has to haggle with is directly tied to the town's Economy. When the Economy is good, all Merchants in that town will have a higher amount of Gold to haggle with; when the economy is bad, they will have less to haggle with. A Merchant whose Town Economy is good will also be more willing to haggle, offering better prices on good bought and sold than a Merchant whose Town Economy is bad.

- 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.

- Proposed Features
Some features I'd like to eventually work in :
- Economic Upheaval
Random Chance of external events significantly influencing a Town's Economy. Different levels of change, and a way to inform the Player what has happened realisticlly. Maybe a celebrity moves into the Town, or the Count/ess dies.

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

- Horse Tax
Cost of looking after horses.

If you have any comments, ideas or suggestions please feel free to let me know.
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Camden Unglesbee
 
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Post » Fri May 27, 2011 12:28 pm

How about tolls, like on the bridge to the IC or Leyawin(?).
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phil walsh
 
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Post » Fri May 27, 2011 3:13 pm

So kind of like Living Economy++?

I'm looking forward to this, good luck :)
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Rachael
 
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Post » Fri May 27, 2011 8:36 am

Sounds like a great idea. Keep up the good work!
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Kortknee Bell
 
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Post » Fri May 27, 2011 7:36 pm

I have long wished for an economy mod to replace Living Economy. I still use it, but the 64k bug and the partnership with merchants bug remains unfixed and I assume unfixable. Your work could replace and expand upon a needed area of the game. So....good idea and good luck with it.
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Mandy Muir
 
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Post » Fri May 27, 2011 4:53 pm

I have long wished for an economy mod to replace Living Economy. I still use it, but the 64k bug and the partnership with merchants bug remains unfixed and I assume unfixable. Your work could replace and expand upon a needed area of the game. So....good idea and good luck with it.


Interesting to see this confirmed as a bug; I was wondering about that. Also bummed to hear that the partnership thing doesn't work properly.

CEO sounds very intriguing.
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Heather beauchamp
 
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Post » Fri May 27, 2011 11:51 am

Rumours of necromancers? How about rumours of bandits instead? Necromancy is, contrary to popular belief, legal. It's just the MG that doesn't allow it, but non-guild wizards are free to practice it. Plus, bandits make more sense. They'd actually be the ones likely to cause an economic crisis because they're bandits. They kill people and steal their stuff. It's their living.
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Mylizards Dot com
 
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Post » Fri May 27, 2011 6:53 am

Would it be possible that the economy would be effected by the number of thieves in the city?
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 5:36 am

A thieves city, like Bravil, (in my opinion) would have drastically low crime. Be honest - in a city of thieves, what is there to steal?

I'd suppose crime would be higher in more economically fit cities. More likely to get pickpocketed in a bustling, hustling market street than sitting in a bar with a few mates. (Now, somebody make pickpocketing realistic!)

Just my two drakes, pay no heed to my rambling.
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Melanie
 
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Post » Fri May 27, 2011 8:07 am

There's nothing worth having from Bravil, it's a dump. I wouldn't know, having avoided it like the plague at night, but I imagine petty violence is rampant.
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Taylor Thompson
 
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Post » Fri May 27, 2011 5:36 am

sounds like a great idea, I love the bank mod. It blends so well and serves a practical and useful purpose. The only thing I could suggest is implement a company the player can buy and expand upon. kind of like the order of the nibenay mod. Perhaps add a few quest or just have it run itself like the money you get from being a mage's or fighter's guild member.
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Jack Walker
 
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Post » Fri May 27, 2011 2:07 pm

Hey, Phoshi, I live in Bravil. It's relatively calm around yonder - just don't leave things outside that can be taken. I learned the hard way. Violence is pretty rare, but it can get brutal. I've actually seen guards just start waylaying on random people for no reason.

It's actually pretty without Bananasplits' Better Cities, but I much prefer it with. It gives that gritty thieves feel to it, and I love living there.
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NAkeshIa BENNETT
 
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Post » Fri May 27, 2011 11:54 am

Some features I'd like to eventually work in :
- Economic Upheaval
Random Chance of external events significantly influencing a Town's Economy. Different levels of change, and a way to inform the Player what has happened realisticlly. Maybe a celebrity moves into the Town, or the Count/ess dies.


You could implement a business/financial newspaper into Cyrodiil and that could portray the changing economy. You could inform the player about everything in business and money really.
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dav
 
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Post » Fri May 27, 2011 3:21 am

Rumours of necromancers? How about rumours of bandits instead? Necromancy is, contrary to popular belief, legal. It's just the MG that doesn't allow it, but non-guild wizards are free to practice it. Plus, bandits make more sense. They'd actually be the ones likely to cause an economic crisis because they're bandits. They kill people and steal their stuff. It's their living.


I see what you're saying. My idea was, though that if the Necromancers were to make a sudden movement
Spoiler
(as they do in the MG quest line)
, then it would have a knock on effect; with Bandits, it's difficult to keep track of the Player dealing/not dealing with them, since they respawn, and are influenced by other Mods, et cetera. With Necromancers, there's a clear line between 'there' and 'not there properly'.

I like the idea of a paper :)

Could someone tell me what these bugs are with LE?
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Andrew
 
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Post » Fri May 27, 2011 7:23 am

I have long wished for an economy mod to replace Living Economy. I still use it, but the 64k bug and the partnership with merchants bug remains unfixed and I assume unfixable. Your work could replace and expand upon a needed area of the game. So....good idea and good luck with it.



its a bug...........thats why those bastards never had any money for me. thought they were cheating me out of my share.......good thing i started a new game cause i killed a couple of them to send a message.
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Tiffany Castillo
 
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Post » Fri May 27, 2011 9:59 am

I see what you're saying. My idea was, though that if the Necromancers were to make a sudden movement
Spoiler
(as they do in the MG quest line)
, then it would have a knock on effect; with Bandits, it's difficult to keep track of the Player dealing/not dealing with them, since they respawn, and are influenced by other Mods, et cetera. With Necromancers, there's a clear line between 'there' and 'not there properly'.

I like the idea of a paper :)

Could someone tell me what these bugs are with LE?


65K bug: When negotiating with a vendor, buying/selling, it is possible, that when his money supply starts getting low, when you sell him an item, his cash will not decrease. If you then sell him an item for more gold than he should have..... his gold rolls over to 65K and some change. I have tried various methods of forcing this, but, so far, it is quite random. Can occur with any vendor.

Investments: When you reach journeyman, and expert ranks, you can invest in the shops, and according to popular theory, get a return on your investment. I have yet to see it. (although, I thought that was in vanilla oblivion?) Haven't played with that one much, so, not entirely sure.
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Mike Plumley
 
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Post » Fri May 27, 2011 11:55 am

65K bug: When negotiating with a vendor, buying/selling, it is possible, that when his money supply starts getting low, when you sell him an item, his cash will not decrease. If you then sell him an item for more gold than he should have..... his gold rolls over to 65K and some change. I have tried various methods of forcing this, but, so far, it is quite random. Can occur with any vendor.

Investments: When you reach journeyman, and expert ranks, you can invest in the shops, and according to popular theory, get a return on your investment. I have yet to see it. (although, I thought that was in vanilla oblivion?) Haven't played with that one much, so, not entirely sure.


The bug happens for me regardless of whether or not his money starts getting low and whether I try to sell him something for more gold than he should have. Usually kicks in about the time I try to sell my fourth or fifth item in sequence.
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lucile
 
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Post » Fri May 27, 2011 11:26 am

Thanks for the Info. Since I'm not editing the Merchant's Gold during the actual Purchase process (They don't gain Gold when you buy things, or lose it when you sell-- yet), that doesn't seem to be a problem right now. I've tried it with selling multiple versions of the same item at once, and no issues; not yet tested it on single high-price items, but I'm expecting the same.
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Joe Bonney
 
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Post » Fri May 27, 2011 3:09 am

Hi,

I like the idea of this mod, so I'll keep an eye on it. I hope you can keep it compatible with my http://www.tesnexus.com/downloads/file.php?id=25078 mod, which (among other things) controls the sell/buy-% that any merchant will use when bartering. Gold Adjustment is fully compatible with Living Economy, except Cutthroat Merchant, so the compability should be possible.
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Laura
 
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Post » Fri May 27, 2011 3:51 pm

Hi,

I like the idea of this mod, so I'll keep an eye on it. I hope you can keep it compatible with my http://www.tesnexus.com/downloads/file.php?id=25078 mod, which (among other things) controls the sell/buy-% that any merchant will use when bartering. Gold Adjustment is fully compatible with Living Economy, except Cutthroat Merchant, so the compability should be possible.


TheNiceOne, could you please upload your mod again? The link doesnt contain any files due to a crash of the Tesnexus database :)
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Wayne W
 
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Post » Fri May 27, 2011 4:04 am

TheNiceOne, could you please upload your mod again? The link doesnt contain any files due to a crash of the Tesnexus database :)

Oops, my bad. Thanks for telling me. Its up again now :)
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roxanna matoorah
 
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Post » Fri May 27, 2011 4:14 pm

TNO, I'll look into it; I know I used your Mod until recently (stopped when working on this, to make sure nothing was messing with it :) ), so hopefully shouldn't be a problem.

Other news...

I've got the variable Merchant Gold half-working. The Gold a Merchant has on their person correctly increases/decreases according to how much the Player Buys/Spends; unfortunately, it doesn't update until the menus are changed, which is an issue :(

Edit:
Just checked, and Gold Adjustment seems to work fine :) I tried it with 100% for Buy/Sell, so I'd have a nice obvious value, and there were no issues.

Edit2:
Work in progress - Investments
I'm working on a slightly modified Investment system at the moment, and would like some feed back if possible. It has four investment levels:

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

Investment Three
Mercantile Required : 75+
Cost : 1000S
Effect : Increases Merchan Gold by 1000 (total increase 1000 + 500 + Merc. Perk (500) == 2000 )

Investment Four
Mercantile Required : 100
Cost : 2000
Effect : Increases Profit to 20%, paid weekly in the same manner as Salaries
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Rebecca Dosch
 
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Post » Fri May 27, 2011 3:49 am

TNO, I'll look into it; I know I used your Mod until recently (stopped when working on this, to make sure nothing was messing with it :) ), so hopefully shouldn't be a problem.
Good :)

I've got the variable Merchant Gold half-working. The Gold a Merchant has on their person correctly increases/decreases according to how much the Player Buys/Spends; unfortunately, it doesn't update until the menus are changed, which is an issue :(
I can probably help you with that. I had the same issue for the player's gold in GoldAdjustment, and solved it by writing the new value directly to the correct xml element in the barter menu:
SetMenuStringValue "cont_background\page_layout\cont_contents\cont_player_money_icon\cont_player_money_text\string|%.0f" gaCurrentGold 1008


You can probably use the same, only switch the path from "cont_player_money_icon\cont_player_money_text" to the merchant's gold value path, and then use whatever money the merchant should have instead of gaCurrentGold of course.

Edit2:
Work in progress - Investments
I'm working on a slightly modified Investment system at the moment, and would like some feed back if possible. It has four investment levels:

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

Investment Three
Mercantile Required : 75+
Cost : 1000S
Effect : Increases Merchan Gold by 1000 (total increase 1000 + 500 + Merc. Perk (500) == 2000 )

Investment Four
Mercantile Required : 100
Cost : 2000
Effect : Increases Profit to 20%, paid weekly in the same manner as Salaries

Just as personal wish. I hope you can make such profit optional, by ini settings. I want a game where I never have enough money, and want to disable anything that make me rich...
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John N
 
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Post » Fri May 27, 2011 11:23 am

I can probably help you with that. I had the same issue for the player's gold in GoldAdjustment, and solved it by writing the new value directly to the correct xml element in the barter menu:
SetMenuStringValue "cont_background\page_layout\cont_contents\cont_player_money_icon\cont_player_money_text\string|%.0f" gaCurrentGold 1008


You can probably use the same, only switch the path from "cont_player_money_icon\cont_player_money_text" to the merchant's gold value path, and then use whatever money the merchant should have instead of gaCurrentGold of course.


Edit:
Never mind, I found it; it works perfectly, thanks :) I'll just have to remember to put a note about 0 gold (item Max Sell value doesn't update until you change menues)
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Crystal Birch
 
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Post » Fri May 27, 2011 11:50 am

Where would I find out what that Path is?

By looking in data\menus\container_menu.xml

I did the lookup for you, and it is:
cont_background\page_layout\cont_contents\cont_npc_money_icon\cont_npc_money_text\string


I posted about this in the CS forum, and someone else (Ghostly) helped me identify WHAT the issue is: basically, I can't check for the new Money until I'm back on the Merchant Menu; but it needs a new menu to load to update the Merchant Menu.
I gave a more extensive answer in that thread. It should solve your problem - and in a much, much simpler way than Living Economy did it. This is possible thanks to newer OBSE commands that wasn't available when Living Economy was written.
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Avril Louise
 
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