Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Economy
   
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131.143 KB
16 May @ 1:52pm
29 Jun @ 8:33pm
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Realish Economy

In 1 collection by Actalo
Realish Collection
13 items
Description
In the year of our Lord, 1403, the average worker in Bohemia earned one Groschen per day; therefore, all Items are now 0.25 their original value.

This mod devalues all items in the game to 0.25 their original value, as well as many goods and services. Horses are now priced 200Gr (Pebbles) to 2500Gr (Hypothetical perfect horse). At 200Gr, Pebbles is the baseline horse for stats and their corresponding price scaling.

I recommend using this mod ONLY on a New Game, for immersion.

- Covers all items, horse items, and alchemy items.
- Skill trainer costs reduced (25-500Gr).
- Caravan costs reduced (50Gr).
- Gambling bets reworked.

Compatiblity: This mod is PTF, it only changes prices, is compatible with any mod excluding those that adjust xml item prices and horse prices in rpg_param, skill_lesson_level, and scriptparam.
19 Comments
Actalo  [author] 8 Jul @ 10:58pm 
Merchant gold is part of inventory presets and many other mods interact with the gold amount so I have no plans to touch those, with compatibility in mind. If you want a harsher economy, as in higher prices, cheaper sales, and lower merchant gold, there are already mods for that.
Gnomemann<Cc> 8 Jul @ 5:11pm 
Or for example if you go around lockpicking merchant chests, will they not have way too much money?
Gnomemann<Cc> 8 Jul @ 5:10pm 
Ok i see, but what about when you come across a bunch of money hidden somewhere in the woods? Won't you just be able to buy anything you want if those are not lowered?
Actalo  [author] 8 Jul @ 12:10pm 
No. I felt quest rewards are already rather low, and with this mod, quest rewards actually feel meaningful.
Gnomemann<Cc> 8 Jul @ 11:16am 
Does this mod also adjust quest rewards? Like adding a multiplier of 0.2 to all rewards or similar?
Actalo  [author] 21 Jun @ 9:23pm 
You don't need access to my profile to see my KCD2 mods. And f you don't think my mods are "realish" enough to be 'Realish', well, you know, that's just, like, your opinion, man.
Marty 20 Jun @ 5:02pm 
well its not realish. if you do a rework, consider every item please. for now its not relevant for me. But id really wanna take a look at your other mods, please make your profile accessible so i can look through your workshop mods
Actalo  [author] 2 Jun @ 11:20am 
There are thousands of items in the xml files, hundreds of those are armor pieces. Every color variant has an individual price. It's unreasonable to expect me to price each item individually, according to historical documentation.
Vanzann 2 Jun @ 7:11am 
Actually, if you wanted to make economy more realistic, you should keep or even rise up prices of weapons and armours. True, 1-1.5 groschen was daily wage of skilled labourer (depends on trade), but i.e plate armour from Milan or Nuremberg costed 200-300 marks (grivnas). 1 mark was worth 60 groschen (very simoplified).
Actalo  [author] 21 May @ 9:30pm 
Any NPC interaction dependent on the price of something, will be affected by this mod - good or bad. There's no way to fix this without changing how NPCs perceive monetary value. As of right now, I've been unsuccessful in modifying the file I believe is responsible.