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Hawkcroft

Uploaded by

JohnHawkcroft

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About this mod

Always find yourself needing one more bit of iron? Or nickel? Or fibre? Do you think it's strange that interplanetary societies don't seem to have an amazon equivalent? Want an additional money sink? This mod adds a terminal to purchase resources and sell items, at a price.

Requirements
Permissions and credits
Translations
  • French
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UPDATING: Unfortunately, I have had to change the update file to a FULL MASTER, which will likely mean there will be missing references for any previously placed terminals after updating from v101. This will result in a crash if the cursor is hovered over the previously placed terminal in the build menu. To prevent this, I strongly suggest removing all previously placed terminals BEFORE updating/uninstalling. Alternatively, update and begin a new playthrough or just before NG+. 

UPDATE 2.0: Overhauls the sell method for the terminal and makes it more balanced. Previously, selling at the terminal would yield far more credits than I originally intended and did not take into account the players perks in the commerce skill. My initial focus on this mod was on buying things, and I misjudged how the value for selling was calculated; especially as since I was testing on small value items. The new method does take into account any commerce perks the player might have, and brings the value of goods in line with the base game. Specifically, player items will be sold at 0.125 of their value, with commerce perks modifying that value positively, and sale fees modifying it negatively. However, I'll leave an option for those who prefer the op method, under the gameplay options. The mod will now also prevent selling contraband, as my intention with this mod is to try to not circumvent any game loops or make the game too easy. 

Description

Adds a constructable terminal, buildable at an outpost or on board a ship, that allows the purchase of inorganic and organic resources and ammunition primers.

I chose to only offer these three categories as I don't want to invalidate the other gameplay loops of the game. Resources should still be farmed at their appropriate locations and outposts for cost efficiency and items should still be sold at vendors if you want their full value. Manufactured goods should still be manufactured at outposts, etc. 

The terminals are intended to provide convenience at a price. If you have purchased resources for an outpost at a vendor, only to arrive at the outpost and realise you are short 1 aluminium, then you can save yourself three loading screens and just buy from the terminal. Or if you find that vendors never stock enough resources then you can buy in bulk. 

The terminal is "built" with an upfront cost of 10,000 credits; the service fee for registering the terminal with the Trade Authority for unlimited deliveries anywhere in the universe. A good deal, if you ask me.

Delivery fees are calculated either by a flat rate or by a percentage of the items worth, with better savings coming from buying in bulk. Selling incurs a fee of fraction of the items worth. Shipments are not instant and will take time to be delivered. The severity of these factors is controlled by a gameplay option.

Gameplay Options: 

GREATLY INCREASED: Greatly increased delivery fees. Flat rate is set at 500 credits and percentage fees set at 3X the value of the sale. Delivery time is 300 seconds (5 mins). Sale fees are 30% of the package worth.

INCREASED: Increased delivery fees. Flat rate is set at 300 credits and percentage fees set at 2X the value of the sale. Delivery time is 120 seconds (2 mins). Sale fees are 20% of the package worth.

NORMAL: Standard delivery fees and delivery times. Flat rate is set at 100 credits and percentage fees set at 1.5X the value of the sale. Delivery time is 60 seconds (1 min). Sale fees are 10% of the package worth.

NO FEES: Unrealistic mode with no delivery fees, sale fees or delivery times.

The mod is designed to have utility and convenience while not invalidating other gameplay loops, maintain a modicum of balance via increased credit and time costs, and provide some flavour text for worldbuilding. Faster than light communications are physically impossible, but that should be offset by societies that are filled with couriers for both data and cargo. 

This is a personal mod I made for my own enjoyment and learning experience, and tuned as such, but I'll be happy if others also find enjoyment with it.