Convekonomiks
⚪ Last updated 2023Preview

🔍 Analysis
- 👍 3.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #40 of 73 Gameplay mods in this game by downloads
📋 About This Mod
This mod makes some economic, harvesting, sale, and price changes (mostly on basic inputs/goods in the game) to create: (1) economic markets and trading that make more sense; (2) better payoffs for crime, tomb exploration, and
Convekonomics 1. 4 is the mod update for Wartales v1. 0. 28909 (after 5 Oct community update, and 5 & 6 Oct small patches). It combines all 1. 3 changes (as below) + the 1. 3.a changes (unlocks most starting camp equipment with no recipe).
Convekonomics 1. 3.a: this version has all the 1. 3 changes, but also unlocks most of the camp equipment (no recipe required).
Convekonomics 1. 3 is the mod update for Wartales v. 1. 0. 28240 after the (third) Sept 2023 developer patch (this 1. 3 file replaces our 1. 2 file from just a few days ago). All of the changes from Convekonomics 1. 0 (listed below) were updated, and we made some additional changes:
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[]reduced pony base price by 40% (convenience)
[
]plague ridden kills now give (on average) significantly more cloth as loot (o/w these vanilla zombie battles seem like an exercise in futility, hard battles, getting sick, needing expensive cures, and not much loot to show for it)[]reduced the probability your camp prisoners escape (especially if they're injured or an ally is nearby - though allies no longer need to be directly next to the prisoner to produce the anti-escape effect) + reduced the chance of ally injury when prisoners do escape + reduced the radius prisoners escape to when they do manage to escape (these are all purely convenience changes, we enjoyed hunting down escaped prisoners the first time, and after that it's just a hassle, so now your camp prisoners tend to stay put more with their little noses to the grindstone producing valuable products)
[]chains price reduced 50% (convenience ... makes bounty hunting easier/earlier, and speeds construction of camp gear requiring chains)
[]allow med armor for bowman taking skirmisher (barrage skill) choice (we wanted 1 option for a medium-armored bowman)
[]allow med armor for rangers (rogue) taking strategist (smokescreen skill) choice (we wanted 1 option for a medium-armored ranger/rogue)
[]defanged the police (guard) a bit, (i) their alert/attack radius on the main map is a little smaller, (ii) in battle, while they'll still always level above you (even in region-locked mode), now guard battle spawns will be more random in terms of their starting numbers (maybe more than you, maybe less), (iii) in battle, guard reinforcement spawn locations over the 2 rounds will also be more random (not always surrounding you, and spawning a little further away on average), and (iv) their reinforcement numbers are also now more randomized (why all these changes? ... it was hard to understand vanilla guard encounters that in any/every/all remote or random place were nearly always above your level, more numerous, and with full reinforcements ... with this mod, you may still get that vanilla experience in some guard battles, but - logically and IOHO more realistically - you'll also sometimes get smaller groups with smaller reinforcements)
[]changed the movement penalty on heavy armor to -3, and added a movement penalty on medium armor of -1, while not changing the light armor vanilla +2 movement bonus (we wanted to add some realistic combat balance and new tactical possibilities, especially after seeing some enemy tanks in full plate race across the board like they were Usain Bolt to run down our archers in light jackets)
Convekonomics 1. 0
Convenience + Economics spelled with k (as in krowns) = Convekonomiks. Alternate title would be "making crime pay again." Basically, we really enjoy WT, but it's a bit too grindy for us, and we weren't crazy about many of the basic price relationships and resale markdowns (this is a market, of sorts, and a lot of things we saw didn't make sense to us in terms of relative prices and values). The subjects of pricing, economics, and balances of materials have been game and modding interests of ours, so we tweaked some things. And, yeah, this is also for convenience given how we play. For example, we wanted a way to make the stealing/mugging/thieving/smuggling options make more financial sense given the insane amounts of police heat that come down on you. And we wanted a more general sense of independence for our mercs from set missions with established factions, or having to take jobs from village emissaries. And, likewise, we wanted to get our camps up and running productively a bit earlier. But this mod doesn't touch underlying mechanics related to skills, crafting, levels, exp, combat, or weapon/armor stats (outside of buy/sell price). There's a readme in the download file with some notes if you want to see other thoughts/theories/details on the changes.
Here's a summary of (most) changes:
[]a 50% bump in the (already pretty puny) starting resources for all merc groups for a slightly softer landing in the world
[]a less grindy game with respect to resource acquisition (a 25% bump in probab
📊 Mod Details
- Game
- Wartales Mods
- Author
- GoatiusRex
- Version
- 1.4
- Downloads
- 596
- Endorsements
- 23
- Category
- Gameplay
- Created
- 7/30/2023
- Updated
- 10/18/2023
🔧 How to Install Wartales Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Wartales →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Wartales commands, item IDs, and more.
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