About this mod
Simple and lightweight taxation system for outposts and player homes.
- Permissions and credits
- Changelogs

Cost of Living is a mod that adds simple taxes to home ownership and outpost registration.

Outpost Registration
If you attempt to place an Outpost in a Settled System, a registration fee will be incurred.
The registration fee varies depending on which faction controls the system, and how desirable the planet is.
UC space is more expensive than Freestar space. Capitol planets and their moons are more expensive than outlying worlds.
There are also some Skill and Faction Rank checks to reduce prices.
For example, Rangers get a discount in Freestar space, and UC Citizens get a discount in UC space.
All costs are scaled slightly on Commerce and outpost related skills.
Additionally, there is a very small chance to evade detection when setting up an Outpost Beacon.
This is influenced by skills like Scanning or Deception.
If you refuse to pay the registration fee, you may receive a bounty if you proceed to set up the outpost.
This bounty will be double the original registration fee!
Home Ownership
Home ownership is now taxable, with taxes due every 14 days.
They will simply accumulate with interest each time you have insufficient credits.
Extensible Taxation
Cost of Living now includes easily extensible taxation so you can add your own costs to the handler.
See below for details.

There are no requirements except for Starfield updated to at least 1.14.70.
DLC is not required.

Simply install with your mod manager and wait for the mod to initialize.
If you already own a home, expect to pay taxes in 14 days.

No vanilla records are touched and all operations are performed via script.
This makes Cost of Living, broadly speaking, compatible with everything.
If a house key is not present in your inventory, the system will assume you do not own the home.
Therefore, mods that allow removal of keys may have mixed results.
Mod-added homes are currently not supported by default in the taxation system for various reasons.
If you are a mod author and would like to add support, see below.

Cost of Spacing is this mod's stellar counterpart. It includes a complex and dynamic cost simulation for all costs relating to space travel. Neither currently requires the other, they function independently.
Spacefaring Economy [RTFP] is a lightweight vanilla+ economy overhaul and values here generally reflect its structure. It is not required and the costs here are not so excessive they will feel out of place in vanilla games, however.

The mod can be toggled on and off entirely in the Gameplay Options menu.
Mid-game uninstallation is not recommended.

Adding Recurring Costs or Taxes
Cost of Living now includes an extensible handler so that you can add your own recurring costs to Taxation.
Let's say you were creating a banking mod and wanted to tax your holdings in the account, for this example.
There are two steps required to hook this recurring cost into CoL.
1. Assign your cost to a Global Variable.
This is as simple as
int MyTaxAmount = 1000 ; Derive this however you wish, of course.
_MyMod_TaxGlobal.SetValue(MyTaxAmount)
Assign the value however you like. It just has to go into a Global Variable specifically.
2. Add the cost to Cost of Living's formlist.
This step should only be run once! Preferably it will be done when the quest starts, so OnQuestInit.
This can be done without plugin dependency, although the script will have to be present to compile the code.
Globalvariable Property MyTaxGlobal Auto Const Mandatory
COL:TaxationHandlerQuest _COL_TaxQuest = Game.GetFormFromFile(0x000815, "rbt_CostOfLiving.esm") as COL:TaxationHandlerQuest
If _COL_TaxQuest
_COL_TaxQuest.CDBG( self + " Adding GlobalVariable " + MyTaxGlobal + " to CoL Tax Formlist." )
_COL_TaxQuest.AddTaxCostGlobal(MyTaxGlobal)
EndIf
This will simply add the global variable to a formlist which is checked each Taxation period.
The value of each Global Variable is summed together to determine the total taxation amount.
You can update your Global Variable at any time, as it will simply reside in the formlist after this point.
Don't run this code twice or the system will charge your cost twice.
Adding Compatibility for Player Homes
Currently, the system includes a check that counts how many items in the player's inventory have the keyword _col_PlayerHouseKey. Each of these will count as one lower-cost home equivalent to the vanilla Well Apartment or Midtown Home.
To add native or semi-native compatibility (in case your player home is canonically subject to taxation), you may either:
A. Add this keyword to your mod's house key via a patch, or
B. Create a (non-droppable, e.g. quest) item that controls access to the home somehow, and add the keyword via Real Time Form Patcher.
Supported item types include armor, weapons, ingestibles, or misc. items. An example patch could look like this:
[Misc]
#Add Cost Of Living PlayerHouseKey Keyword to My Key Item
MyHouseMod.esm~12345|kwd_add(rbt_CostOfLiving.esm~82B)
where 0x00012345 is the FormID of your Key Item.Adding Compatibility for Systems
Outpost registration fees are only applicable in Settled Systems. If you are creating a mod that adds significant population to an empty system, simply give it the LocTypeSettledSystem keyword and the appropriate LocSystemFaction keyword (This is just best practices, compatibility aside.)
Currently, the mod fully supports UC, Freestar, and Varuun factions. Bounty for failed payments will default to UC in unrecognized factions' systems.

Bethesda for Starfield and the Creation Kit.
Djay135 for the initial idea.

SPACEFARER is a modular, immersive Vanilla+ overhaul that aims to bring out the best of what Starfield already has to offer. Check it out below.
Combat
Deadly Effective - Overhauls numerous combat-related vanilla perks for playstyle diversity (and fun!)
Balanced Ballistics - Lightweight and immersive overhaul to weapon handling for Ballistic and Laser weaponry.
Suit Up [RTFP] - Smart and compatible system to make spacesuit selection more impactful.
Space Economy
Cost of Spacing - Simulates a reactive and complex space economy by introducing costs to space travel.
Spacefaring Economy [RTFP] - Overhauls prices and rewards with heavy scaling to avoid hyperinflation.
Captain’s Choice - Rebalances ship classes and modules for more thoughtful shipbuilding and combat.
Survival
Real Fuel - A lightweight and immersive solution to Fuel and Exploration.
Real O2 - Makes O2 a real consideration when exploring zero-atmosphere environments.
Peak Performance - A lightweight system to handle Hunger, Thirst, and Rest.
Immersion
Magic Boost Disabler - Disables the vanilla behavior of magically appearing Boost Packs.
First Person Messages [RTFP] - Converts game messages to first person.