[Mod] Nekos Economic Overhaul
Posted: Wed Oct 18, 2017 9:54 pm
Rebalances the economy and crafting so prices are more inline to survival.
In the long run you will still be able to make lots of cats, but in the start to mid game and even into late part of the game, it will be much harder to become bill gates of the Kenshi World.
Due to some of the changes, when you first enable this Mod, it is recommended that you import into a new game so the changes are guaranteed to work correctly.
Compatible with all saves in stable and experimental Branch.
Also when setting this mod, make sure it's put at the bottom of the load order so its changes overwrite other changes by other Mods. this is if you use other Mods to ensure this Mods adjustments take preference.
Making this more compatible with other Mods. including mine since some changes have affected squads. though these changes are different than my other squad changes in my other Mods.
Old saves are compatible long as its current game version. stable or experimental.
NEO is built on the experimental Branch of Kenshi.
Rebalanced
Building materials
Food materials
everyday items
Vendor Spawn refill times
Vendors amount of money.
production times
Some ruins respawn times. some would never respawn. a small handful will now do so.
Ruin Loot Spawns, now you shouldnt be able to get 5 or 10 master work items but instead 1 or 2 at most.
added guards/patrols/residents to ruins and floodlands
Working on/Balancing
Rebalancing armours and weapons.
All crafting materials
Spawns and loot spawns
also part of the rebalance is costs versus finished item. this means no matter what, even if you buy the materials you will still earn a profit making finished items.
Before you would spend more to make a finished item. It cost more to make it then the sum of its parts. this is now fixed.
Carbon now required to make steel bars.
You can find carbon in all armour and weapon shops.
Current update is version 11
Nekos Economic Overhaul
In the long run you will still be able to make lots of cats, but in the start to mid game and even into late part of the game, it will be much harder to become bill gates of the Kenshi World.
Due to some of the changes, when you first enable this Mod, it is recommended that you import into a new game so the changes are guaranteed to work correctly.
Compatible with all saves in stable and experimental Branch.
Also when setting this mod, make sure it's put at the bottom of the load order so its changes overwrite other changes by other Mods. this is if you use other Mods to ensure this Mods adjustments take preference.
Making this more compatible with other Mods. including mine since some changes have affected squads. though these changes are different than my other squad changes in my other Mods.
Old saves are compatible long as its current game version. stable or experimental.
NEO is built on the experimental Branch of Kenshi.
Rebalanced
Building materials
Food materials
everyday items
Vendor Spawn refill times
Vendors amount of money.
production times
Some ruins respawn times. some would never respawn. a small handful will now do so.
Ruin Loot Spawns, now you shouldnt be able to get 5 or 10 master work items but instead 1 or 2 at most.
added guards/patrols/residents to ruins and floodlands
Working on/Balancing
Rebalancing armours and weapons.
All crafting materials
Spawns and loot spawns
also part of the rebalance is costs versus finished item. this means no matter what, even if you buy the materials you will still earn a profit making finished items.
Before you would spend more to make a finished item. It cost more to make it then the sum of its parts. this is now fixed.
Carbon now required to make steel bars.
You can find carbon in all armour and weapon shops.
Current update is version 11
Nekos Economic Overhaul