This mod adds Trade Routes Intensified to the Game. Learn and produce new equipment. Buy and improve your own buildings. Help different world factions, or fight them. Train your people – turn frail victims into master warriors. Take your wounded comrades out of the battle so that they all return home alive.
Authors description: Trade Routes Intensified
This subtly skews the economies of the different factions to open up the ‘Trader’ style of gameplay. It now becomes much more worth your while organizing trade routes between factions and regions, importing exporting goods. A faction will generally want what they can’t produce in their own biomes, and sell cheaply things that they can.
This mod works by adding a few more 0.5x to 2.0x standard price modifiers on goods in different areas (adding to what was already there in vanilla). The modifier is first applied to the base price of the commodity before the ‘town’ price for the good is randomly calculated on the result (vanilla: +/- x50% – x150%), meaning there is still fluctuation between towns keeping each new game (or each import) fresh.
This should be fully compatible with most shopkeeper and economic rebalance mods (like Neko’s) as this does not touch base prices, only the ‘Trade Culture’ special modifiers for certain goods. Any mod that just changes what shopkeepers have, or the base cost of items, will still work with this.
See “Discussions” for a guide, full list of changes, requesting compatibility patches, and reporting bugs/giving feedback.
Maybe set up repositories/warehouses in certain, heavily distanced cities, to make it possible to bulk buy an entire Garru’s worth of goods if you’re willing to haul them, such as a rum distillery in Bark, or a luxury hive artisan in Dreg.