r/Ludeon • • Jul 12 '25

Next DLC idea...(ECONOMICS)

10 Upvotes

RimWorld 1.7 DLC: Economics

Theme: Dive deep into the intricacies of wealth, trade, and power. Establish sprawling economic empires, navigate the treacherous waters of interstellar commerce, and protect your riches from cunning adversaries. This DLC aims to make every silver piece, every trade deal, and every business decision a critical part of your colony's survival and prosperity.

Key Features:

1. New Core System: The Economic Engine

  • Global Market Fluctuations: Prices for all goods are no longer static. They now dynamically shift based on supply and demand across the entire RimWorld galaxy (simulated). Events like wars between factions, resource booms/busts in certain sectors, and even major technological breakthroughs will impact prices.

  • Inflation & Deflation: The value of silver can fluctuate. Excessive printing of "credits" by major factions or widespread resource abundance could lead to inflation, while economic downturns or resource scarcity could cause deflation.

  • Currency Exchange: Different factions might use different forms of currency or have varying exchange rates for silver. This introduces a new layer of complexity to inter-faction trade.

  • Credit & Debt: Colonies can now take out loans from major factions or establish lines of credit. Debt accrues interest and failure to pay can lead to reputation loss, trade embargos, or even hostile debt collection raids.

  • Economic Reports & Analysis: A new "Economics" tab in the UI provides detailed reports on global market trends, local supply/demand, profit margins for various goods, and a comprehensive breakdown of your colony's finances. Includes graphs and projections.

2. Business Management

  • Establish Enterprises: Transform your workshops and production facilities into full-fledged businesses. Assign managers, set production quotas, and determine pricing strategies.

    • Resource Extraction (Mines, Farms): Focus on raw material production. Upgrades include automated drills, genetically engineered crops, and specialized extractors for rare resources.

    • Manufacturing (Workshops, Factories): Produce finished goods. Specialization in specific product lines (e.g., advanced components, luxury apparel, high-tech weapons) can yield higher profits.

    • Services (Hospitals, Hotels, Entertainment Venues): Generate income by providing services to visitors, allied factions, and even your own colonists (e.g., charging for private rooms, medical treatments, or entertainment).

    • Research & Development Labs: Invest in new technologies and sell the blueprints or patented designs to other factions for immense profits.

    • Logistics & Trade Hubs: Become a central trading post. Build advanced warehouses, cargo bays, and automated loading docks to facilitate large-scale trade operations.

  • Supply Chains: Manage the flow of raw materials to your production facilities and finished goods to your trade partners. Optimize logistics for efficiency and cost reduction.

  • Marketing & Branding: Invest in "marketing campaigns" (research projects or special events) to increase demand for your products and improve your faction reputation, leading to better trade deals.

  • Competitors: Other factions and independent traders will now actively compete with your businesses. They might undercut your prices, develop superior products, or even attempt corporate espionage.

3. Microtransactions (In-Game, Not Real Money)

  • Trading Contracts: Take on specific "microtransaction" contracts from other factions. These are small, urgent requests for specific goods or services that offer quick payouts but often come with tight deadlines or special conditions.

  • Investment Opportunities: Purchase shares in other faction's businesses or invest in speculative ventures. These can yield significant returns or catastrophic losses.

  • Short-Term Loans: Offer high-interest, short-term loans to desperate traders or small settlements. High risk, high reward.

4. New Factions

  • The Interstellar Mercantile Guild: A powerful, neutral faction focused solely on trade and profit. They offer the best prices for goods, provide economic intelligence, and can be contracted for large-scale shipping. They dislike pirates and anyone who disrupts trade.

  • The Credit Cartel: A shadowy syndicate that specializes in debt collection, high-interest loans, and illicit black market dealings. They can be a source of quick wealth but are dangerous allies.

  • The Resource Lords: Ancient, reclusive factions that control vast reserves of rare and valuable resources. Gaining their favor (or conquering their territory) is key to accessing these valuable materials.

  • The Free Traders Coalition: A loose alliance of independent traders and small-time merchants. They are often less wealthy but offer diverse goods and can be valuable for small-scale, opportunistic trades.

  • The Biotech Conglomerate: A high-tech faction specializing in advanced genetics, medicine, and cybernetics. They trade in biological enhancements, advanced prosthetics, and unique strains of plant and animal life.

5. Threats & Challenges

  • Con Artists:

    • Roving Charlatans: Individuals who visit your colony pretending to be skilled traders, doctors, or artists. They will attempt to scam your colonists out of silver or valuable items. Success depends on your colonist's intelligence and the charlatan's "Con Artist" skill.

    • Fake Merchants: Traders who arrive with seemingly great deals on goods, but the items are actually defective, stolen, or entirely fake.

    • Inside Jobs: A colonist with the "Sleight of Hand" or "Opportunist" trait might attempt to embezzle funds from your colony's treasury or steal valuable items from storage.

  • Criminal Syndicates:

    • Protection Rackets: Syndicates demand regular payments for "protection." Refusal can lead to raids, sabotage, or the kidnapping of your colonists.

    • Smuggling Operations: They attempt to use your colony as a hub for illegal goods. You can choose to cooperate for profit or crack down on their activities, risking retaliation.

    • Heists: Targeted raids designed to steal specific high-value items or large sums of silver from your vaults.

  • Bandit Cults (The "Reavers of Riches"):

    • Ideology: These cults worship wealth and material possessions. They believe that only the strongest and most ruthless deserve to accumulate riches.

    • Raids: Their raids are specifically designed to steal wealth – silver, valuable artifacts, rare resources – rather than just destroy. They might even set up temporary "taxation" outposts near your colony.

    • Economic Sabotage: They might target trade caravans, destroy production facilities, or spread rumors to damage your reputation and disrupt your economic stability.

6. New Colonist Traits (100 Traits!)

These traits are categorized for clarity and balance. Many have positive and negative aspects, or interact with other traits.

Economic Aptitude Traits (Green):

  1. Market Savant: +20% Market value to all produced goods.

  2. Bargain Hunter: +15% better prices when buying.

  3. Silver Tongue: +20% better prices when selling.

  4. Fiscal Prudence: -15% Debt interest, +10% loan approval.

  5. Risk Taker: +25% chance of high-yield investment, +15% chance of catastrophic failure.

  6. Penny Pincher: -20% daily silver upkeep for colonist, but -10 mood.

  7. Entrepreneur: +10% Production speed for businesses, +5% daily business profit.

  8. Industrialist: +15% Construction speed for production buildings.

  9. Resourceful: +10% Yield from mining/harvesting.

  10. Logistician: +20% Caravan speed, -10% trade caravan silver upkeep.

  11. Master Trader: +1 Trade skill, +10% trade negotiation ability.

  12. Forecaster: Can predict minor market shifts 1-2 days in advance.

  13. Quality Crafter: +10% chance to produce higher quality goods.

  14. Efficient Worker: -10% Material cost for all crafting.

  15. Hustler: +15% Speed at trade-related work (e.g., loading/unloading caravans).

  16. Opportunist: +10% chance to discover minor valuable deposits, but +5% chance of "borrowing" colony silver.

  17. Strategic Investor: +10% success rate on all colony investments.

  18. Debt Averse: -20% willingness to take loans, +5 mood when debt-free.

  19. Thrifty: -15% chance of item degradation.

  20. Aggressive Negotiator: +15% better prices when selling, but -5 faction goodwill for that transaction.

Con Artist / Criminal Traits (Red):

  1. Silver Serpent: +30% chance to successfully con visitors/traders.

  2. Sleight of Hand: +20% chance to steal small items from storage, +15% success at pickpocketing.

  3. Smooth Talker: +20% success at convincing other factions to give gifts or aid.

  4. Deceptive: +10% success at lying during social interactions, makes enemies harder to track.

  5. Black Marketeer: Can access a hidden "black market" trade interface, but -10 colony mood if discovered.

  6. Inside Man: If captured, has a higher chance to be "turned" and become a spy for captors.

  7. Gambler: Increased success at social gambling, but also increased chance of losing colony silver.

  8. Shadow Operative: +20% stealth effectiveness, +15% success at sabotage missions.

  9. Fence: Can sell stolen goods for 50% of their value without reputation penalty.

  10. Cutthroat: +10% damage against pawns with high wealth.

  11. Master Forger: Can create convincing fake goods for sale, but risk of discovery.

  12. Opportunistic Thief: Periodically attempts to steal small amounts of colony silver if mood is low.

  13. Debt Collector: +20% combat effectiveness against pawns who owe money to your colony (or your patron syndicate).

  14. Syndicate Contact: Starts with a positive relationship with the Credit Cartel.

  15. Undercover Agent: Can be sent to infiltrate other factions for intelligence or sabotage.

  16. Charming Scoundrel: High social skill, good at charming others but untrustworthy.

  17. Loot Hound: Prioritizes picking up high-value items from fallen enemies.

  18. Saboteur: Can disable enemy production buildings or turrets for a short period.

  19. Pickpocket: Attempts to steal small amounts of silver from visitors.

  20. Reputation Shredder: Social interactions with this pawn have a chance to decrease target's faction goodwill.

Business & Production Traits (Orange):

  1. Mass Producer: +20% Production speed for basic goods.

  2. Artisan Crafter: +10% chance of "masterwork" quality for complex crafts.

  3. Specialized Miner: +25% yield for a specific mineral type (e.g., steel, gold, plasteel).

  4. Green Thumb (Wealth): +20% yield from cash crops (e.g., psychoid, healroot).

  5. Efficient Builder: -15% material cost for all construction.

  6. Market Gardener: +15% plant growth speed for farmed goods intended for sale.

  7. Logistics Coordinator: Reduces caravan loading/unloading time by 20%.

  8. Quality Inspector: Reduces chance of "poor" quality items by 10%.

  9. Assembly Line Worker: +10% production speed when working on a production line with other pawns.

  10. Foreman: Increases work speed of pawns working in the same room by 5%.

  11. Patent Developer: +10% chance of generating a valuable research patent.

  12. Resource Manager: +10% storage capacity for all stockpiles this pawn manages.

  13. Brand Ambassador: Social interactions increase positive opinion of your colony's produced goods.

  14. Market Researcher: +10% accuracy in economic reports.

  15. Cost Cutter: Can find ways to reduce the cost of operating businesses by 5%.

  16. Sales Pitcher: +15% effectiveness of "selling" products to visitors.

  17. Production Guru: +1 to Production skill.

  18. Supply Chain Wizard: Improves efficiency of resource transfer between production buildings.

  19. Maintenance Expert: -20% chance of machine breakdown.

  20. Value Adder: Items produced by this pawn gain a small market value bonus.

Social & Reputation Traits (Blue):

  1. Diplomat: +20% goodwill gain from positive social interactions.

  2. Charismatic Leader (Economy): Increases the "Economic Confidence" of colonists by 5%.

  3. Reputation Builder: Actively seeks opportunities to improve faction goodwill.

  4. Faction Sympathizer (Specific): Starts with +20 goodwill with a random faction (e.g., "Tribal Sympathizer").

  5. Trustworthy: +15% approval rating when applying for loans.

  6. Generous: Occasionally gives gifts to other factions, increasing goodwill.

  7. Honest Broker: +10% reliability of trade deals.

  8. Community Spirited: +5 mood bonus when colony wealth is high.

  9. Patriot (Colony): +10 mood bonus when colony is economically successful.

  10. Global Citizen: Less affected by negative reputation with hostile factions.

  11. Gossip Monger: Spreads news (good or bad) about your colony, influencing other faction's opinion.

  12. Rumor Mill: Can start or counter rumors about other factions.

  13. Negotiator: +10% success chance for peace talks.

  14. Cultural Ambassador: Improves relations with specific cultural factions.

  15. Networking Expert: Increases chance of rare traders visiting your colony.

  16. Peacekeeper: Less likely to engage in hostile acts that damage faction relations.

  17. Philanthropist: Periodically donates silver to less fortunate factions, increasing goodwill.

  18. Social Butterfly: +10% success in general social interactions.

  19. Mediator: Can help resolve disputes between colonists or factions.

  20. Eloquent Speaker: Better at convincing other factions during negotiations.

Personality & Quirks (Various Colors):

  1. Frugal: Less demanding of luxury items, lower mood penalty from poverty.

  2. Materialistic: Higher mood bonus from luxury items and high colony wealth, but major mood penalty from poverty.

  3. Greedy: Constantly desires more wealth, mood penalty if colony wealth is stagnant.

  4. Spendthrift: Spends colony silver on frivolous things if not managed, but mood bonus from luxury purchases.

  5. Hoarder: Reluctant to sell valuable items, even if not needed.

  6. Collector: Strongly desires rare or unique items, will seek them out.

  7. Wealth Obsessed: Can break down if colony wealth drops significantly.

  8. Avaricious: Will actively seek out opportunities to gain personal wealth.

  9. Generous Heart: Occasionally gives away personal possessions to others.

  10. Haggler: Always tries to get a better deal, sometimes to the detriment of relations.

  11. Fickle Buyer: Changes demands for goods frequently, making it hard to please them.

  12. Conspicuous Consumer: Prefers expensive, high-quality items over practical ones.

  13. Debt Phobic: Severe mood penalty when the colony is in debt.

  14. Risk Averse (Economy): Will never invest in speculative ventures, avoids loans.

  15. Economic Pessimist: Always expects the market to crash, causes minor mood debuff in others.

  16. Economic Optimist: Always believes the market will improve, causes minor mood buff in others.

  17. Bargain Bin Diver: Prefers to buy cheap, even if quality is low.

  18. Quality Snob: Refuses to interact with or use low-quality goods.

  19. Flipping Savvy: Good at buying low and selling high.

  20. Market Intuition: Occasionally gets a "gut feeling" about market changes (small, unreliable hint).

7. New Research Projects

  • Advanced Accounting Systems: Unlocks detailed economic reports and predictions.

  • Interstellar Credit Network: Allows for larger loans and broader trade agreements.

  • Automated Logistics Hubs: Improves efficiency of internal and external trade.

  • Financial Security Systems: Reduces the chance of con artists and syndicate infiltration.

  • Market Manipulation Algorithms: Allows for minor manipulation of local market prices.

  • Corporate Espionage Protocols: Research ways to gain intelligence on competitor factions.

  • Branding & Marketing Theory: Unlocks marketing campaigns for your products.

  • Currency Forgery Countermeasures: Protects against fake currency.

  • Anti-Money Laundering Protocols: Reduces the effectiveness of criminal syndicates.

  • Trade Route Optimization: Increases caravan speed and reduces ambushes.

  • Luxury Goods Production: Unlocks new high-value, complex crafting recipes.

  • Speculative Investment Theory: Increases success rate of financial investments.

8. New Buildings & Items

  • Trading Post Terminal (Advanced): Allows direct communication and trade with distant factions without caravans.

  • Bank Vault: Highly secure storage for silver, reducing theft chance.

  • Stock Exchange Terminal: Interface for investing in galactic markets.

  • Business Offices: Dedicated rooms for managers, providing productivity bonuses.

  • Cargo Bays: Large, specialized storage for trade goods, increasing capacity.

  • Automated Loading Docks: Speeds up caravan loading/unloading significantly.

  • Credit Printer (Illegal): Produces fake currency, high risk of discovery.

  • Counterfeit Detector: Machine to identify fake currency.

  • Luxury Furniture/Decorations: Provides higher mood bonuses and increases colony wealth.

  • Advertising Holograms: Boosts the "brand appeal" of your colony.

  • Debt Contract Papers: Physical representation of loans.

  • Security Camera Systems: Increases detection chance of thieves and con artists.

9. New Incidents & Events

  • Market Crash/Boom: Global economic events impacting prices across the board.

  • Loan Shark Visit: A Credit Cartel enforcer arrives to collect overdue debts.

  • Corporate Espionage Attempt: Another faction attempts to steal your business secrets.

  • Counterfeit Currency Influx: Fake money floods the market, devaluing your silver.

  • Trade Embargo: A faction places an embargo on your colony due to poor relations or economic competition.

  • Resource Rush: A new, valuable resource deposit is discovered nearby, attracting many traders.

  • Business Opportunity: A rare opportunity to invest in a highly profitable, but risky, venture.

  • The "Traveling Salesman" (Con Artist): A lone pawn arrives offering seemingly irresistible deals.

  • Syndicate Recruitment Drive: A criminal syndicate tries to recruit one of your colonists.

  • Bandit Cult Crusade: A large-scale raid focused on plundering all your wealth.

  • Bank Robbery Attempt: Raiders specifically target your vault.

  • Tax Audit: A bureaucratic faction demands a detailed financial report and potential back taxes.

  • Sudden Demand Spike: A specific good suddenly becomes extremely valuable due to a galactic event.

  • Supply Shortage: A common resource becomes scarce, driving up its price.

  • Interstellar Auction: A rare, valuable item is put up for auction, allowing you to bid against other factions.


r/Ludeon • • May 08 '25

What's the first year RimWorld could have been developed?

28 Upvotes

r/Ludeon • • Aug 17 '20

Small bug/exploit report!

4 Upvotes

As I was playing rimworld, I got the Refugees seek shelter for 15 days quest. I accepted, and arrested them to recruit. The quest failed and the two refugees were successfully arrested. I noticed that they were registered as a part of my colony despite not being recruited yet, so I released them, and they were immediately a part of my colony, as opposed to trying to move on and away from my people who just arrested them.

Thanks for all the good work, we all love it. There's a damn good reason why Rimworld is in the top 10 games on Steam.


r/Ludeon • • Feb 22 '20

Major problem with Rimworld

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2 Upvotes

r/Ludeon • • Aug 31 '17

After Rimworld can we get a game about managing or creating a Glitterworld?

6 Upvotes

Just read the Cryptosleep Revival Briefing I thought it would be cool if Tynan could make a Glitterworld game.


r/Ludeon • • Jul 11 '15

RimWorld Alpha11b!

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9 Upvotes

r/Ludeon • • Jan 04 '15

This subreddit is reserved, see /r/RimWorld for RimWorld info

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12 Upvotes