SSEO - Rewarding Economy
By Jay_Dovahkin
Community Rating
CRATES, SHIPMENTS and WHOLESELLING
The key feature from Fallout 4 returns in Starfield, but with extra functionality inspired by other space games like Star Citizen and Elite Dangerous. Getting resources for building outposts, customizing weapons, and manufacturing expensive goods is more convenient than ever. In exchange, this convenience has been reflected in the price of each collection. Sure, they're more expensive to purchase than buying each item by itself, but the profit margins on trading in shipments is a worthwhile source of income. Furthermore, all of the 50+ crates players transport have been added to the leveled list, and these can also be bundled up into shipments of larger quantities. Boxed commodities come in 3 sizes:
Crates, Shipments, and Extra Large Shipments.
The amount of items in each will depend on the items being bundled, with only some item types coming in XL shipments. Some of these will require specific related perks to craft, to simulate the package handling skill curve of maintaining them during long hauls. Wholesalers will require a background in packing payloads to create crates, and upgrading it to higher ranks will unlock recipes for higher tiers of shipments for production. Those with more illicit cargo will need to be well-versed in Deception to create contraband shipments, with some shipment types requiring other higher-tiered skills to produce. For example, only a chemist can safely store and maintain a large shipment of Aurora.
CARGO TYPES
NOTE: Crafting crates from resources is currently disabled due to an economy-breaking duplication glitch. You can still bundle up crates purchased and stolen into shipments.
Manufactured goods shipments are a great way to both acquire rare crafting materials and maximize the revenue of player factories. Crafting crates of 5 will require Payloads 1 to produce, and Shipments of 10 will require Payloads 2. These will be sold at general stores, the Trade Authority, and from civilian cargo ships and traders.
Contraband Shipments can be sold in bulk. These require Deception 4 and Payloads 1 to produce and are valued at an extreme premium since they will take players a while to collect. Due to how weight affects contraband, they are also very inconvenient to smuggle. Though much lighter, Aurora shipments require a higher amount of items to craft and proper chemical handling through science will be necessary as well. These will not spawn in the game world, and can only be created by players.
Base minerals (those in the Drydock Blues Rotation) can be bundled into Small shipments of 500, large shipments of 2000, and extremely heavy extra-large shipments of 5000. You can find small and large shipments all across the settled systems from traders like the Trade Authority, mining shops, and General Stores. Extra large shipments, can only be purchased from radiant mining and fracking outposts across the expanse.
Fruit can be bundled into small packages of 5, and shipments of 10. These can be purchased at civilian outposts, general stores, and grocery stores. These will be frequently found on cargo ships, but have the lowest profit margin of all commodities.
All cargo players can deliver through mission boards are now sold by the trade authority, specialty vendors, and starships in orbit. Players can purchase these, and bundle them up into collections of 5 or 10 to be sold for a profit. There are so many, and so many ways of gathering these, that traders and pirates will effectively be on a scavenger hunt for building these into shipments.
*Combining this with other mods that add in price fluctuations can make the player into a proper space trucker/trader. My favorite is in a mod I think fits any load order - Ships Need Gas.
PERKS and Backgrounds
The commerce skill has been renamed to "Trade Authorized". Instead of being a gameplay reflection of the player's ability to negotiate for better prices, it instead symbolizes the player registering as a certified vendor through the Trade Authority. Higher ranks will increase the sell prices of items to a much greater degree than the base game, lowers the purchase price to vanilla levels, but will also motivate vendors to open up their pockets a bit deeper for an esteemed traveling trader like you.
The social tree has been completely reordered, making Trade Authorized a tier 2 skill. Players beginning their adventure through the settled systems will have to do so clawing their way outta poverty, all the while developing the social skills required to put them ahead of other applications to vendor certification.
The geology perk will reward players with an increased amount of extra minerals from the base game
Diplomat background no longer comes with commerce on selection, but it has been replaced with Diplomacy. That way players can better fit the role of a smooth talker who can get the most volatile of enemies to walk away from a fight.
Those with a background in Long hauling will begin the game with payloads instead of ballistic weapons, so enterprising players can jump right into making money on the commodities market, and make a splash doing so... The Wanted trait is treated as a special bounty on the player that is substantial enough to bring together bounty hunters across the galaxy to bring you in, or to attack other hunters to ensure your bounty keeps going higher. Because of this, I think being able to pay it away with a small credit sum of 3000 dollars is simply too forgiving. Now, the player will have to pay off a million dollars to your local Tracker to escape the manhunt. This sum will hang over the head of a player, and the path to paying it off to evade Ecliptic and other hungry hunters will become a playthrough goal in of itself. The starter home trait will have players begin the game with a 1,250,000 loan with Gal Bank in exchange for their dream home. I imagine you might frequently find much of your morality.....flexible in pursuit of paying your now 5000 weekly mortgage. It's a tale as old as time. The Kid Stuff trait will still carry the 2 percent income pull, but your parents will now collect up to 5,000 dollars a week from your income instead of the max 500 in the base game. New Atlantis isn't once described as a afffordable place to live, but love is priceless. Faction allegiances will now have a much more defined presence in the economy. Players with citizenship in the Freestar Collective or the United Colonies will avoid the tariffs, taxes, and general xenophobia foreigners face in the marketplace, and members of the Crimson Fleet will find a friend in finance. Vendors will discount goods up to 20% percent, giving settled whole sellers a great place to get a head start on profit margins. In consequence, rival factions will place 2x the bounty on foreign enemies, instead of the 1.5 in the base game. QUEST REWARDS and WORLD
In the base game, the only way to reliably make money is by selling loot from dead enemies, chests and outposts With SSEO, every opportunity to line your pockets will be viable, giving players more ways to define the day-to-day of their characters.
All Quest Types, (Main, Side, Radiant, Companion, mission boards, etc) have had their credit rewards adjusted to make questing a viable hustle. Players will earn more from quests as they rank up, and bonuses from faction allegiances and quest choices have been increased, further enticing audibles in your story.
It now costs 50,000 credits to join the VIP lounge at Euphorika
Bribing Bounty Hunters is now 10x more expensive (about 10,000 to 20,000 per encounter)
High Level Creatures will drop MUCH more resources, making the killing of boss animals a more rewarding experience.
Xenofresh will pay 10x more than before for each rank, making this a nice side hustle for any long stay in neon.
GalBank ships now carry an increased amount of credits on board, making them valuable prey for space townies like you Civilians, spacers, street gangs and other enemies now have the chance to carry credits, treasure maps, valuables and even contraband. Citizens with briefcases and duffle bags can spawn extra valuables, and valuable ones at that. Clearing outposts and robbing civilians blind can now be a viable way to acquire some extra loot or side missions.
Chabasss oil is more readily available in neon.
Varuun renegades now have the chance to carry heretic papers and a brand new contraband item - the iconic ceremonial groat dagger.
As in SSEO Vol. 1, MANY items and resources have been revalued to better represent a realistic relative value to the food at restaurants, and manufactured goods are now priced to ALWAYS offer a profit margin over the resources used to produce them.
All of the non-utility clothing items in-game have had their prices adjusted.
Ship parts are extremely expensive, to simulate the expense and rarity of ship ownership in the lore. Ships will now be much more expensive to customize and purchase, and to counter this, base-level ship registration fees have been increased to 95%. Players will still be able to make extreme profits when they upgrade their Trade Authorized rank to 4, but their time will be better spent raiding cargo holds than taking stolen ships to sell second-hand to ship techs.
Player Homes have had their prices adjusted to better reflect the value of housing.
Minerals have had their prices adjusted. In addition, mineral deposits will take much more damage from the cutter, making laser skill a must for any enterprising miner.
and MUCH more for you to find out in the Starfield....
Additional Screenshots Available
This mod has 6 additional screenshots available on the official Bethesda.net page.
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Mod Information
- Published
- Oct 24, 2024
- Last Updated
- Oct 24, 2024
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX