Economics and Demography (World Simulation)
Economics and Demography transforms the empty planet map into a living, active environment. This mod introduces dynamic populations, real goods production, and a globally self-regulating economy featuring supply and demand, inflation, and faction production specialization.
Factions are no longer just static names on a list. They are rising or falling civilizations whose power and presence directly depend on their demographics and trading success.
1. Living Demographics and Settlements
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[*] [b]Real Populations:[/b] Every settlement on the planet now has a true inhabitant count (adults, children, and elders). The more developed a faction is, the lower its birth rate, which also directly depends on the male-to-female ratio.
[*] [b]Life Cycles:[/b] Pawns are born, grow up, and die. Population growth speed depends on the faction's tech level and available resources. Mortality rates are higher in factions with lower tech levels.
[*] [b]Migration and Desertion:[/b] Inhabitants dissatisfied with their standard of living can abandon their faction and join more successful neighbors. Pirates have a naturally low birth rate but compensate by kidnapping pawns from other factions.
[*] [b]Dynamic Expansion:[/b] Factions with excess people and resources will found new settlements on the map. Conversely, if a single-settlement faction loses too many people, they may abandon their home and become nomads.
[*] [b]Consequential Actions:[/b] If you kill a pawn belonging to another faction, their global population counter will naturally decrease by one, accurately reflecting age, gender, and stats.
[*] [b]Realistic Raids:[/b] Faction raids now reflect their actual population size and demographics. If a faction consists only of women, only women will raid you. If a faction has only 30 people left in the world, they physically cannot send a raid larger than 30 people.
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2. A Real Global Economy
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[*] [b]Production and Storage:[/b] Factions produce goods (food, resources, weapons) daily, proportional to their actual workforce and tech level.
[*] [b]Consumption and Taxes:[/b] The global population actively consumes products from their own storage. Every settlement must sustain itself first, and only the surpluses go into trade.
[*] [b]AI Trade:[/b] Factions trade with one another, exchanging surpluses for silver or relying on barter if there is a global cash shortage.
[*] [b]Technological Barriers:[/b] Trade is strictly limited by tech levels. You won't see tribal factions selling survival meals or plasma rifles.
[*] [b]Faction Specialization:[/b] Depending on their biome, a faction may adopt a specialization to focus on specific goods (e.g., miners will actively produce stone blocks, steel, etc.). This is fully compatible with modded biomes, as it relies on underlying biome parameters rather than hardcoded names.
[*] [b]Persistent Goods:[/b] When you sell goods to a visiting caravan, those items don't just disappear; they are added to the faction's global storage after the caravan leaves. While a caravan is visiting you, the goods they carry are temporarily removed from global statistics. If you rob them, the faction's demographics and economy will suffer!
[*] [b]Lootable Settlements:[/b] If you attack a faction's settlement, the map will spawn with the real goods they actually have in storage, divided by their number of settlements.
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3. Dynamic Inflation and Homeostasis
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[*] [b]Market Prices:[/b] Global item prices (including your trades) change in real-time based on the total amount of silver circulating on the planet.
[*] [b]Homeostasis System:[/b] A unique indexing mechanism prevents endless hyperinflation. The economy smoothly adapts to the growing money supply, maintaining stability over decades of gameplay.
[*] [b]Smart Consumption:[/b] The AI analyzes the market. During deflation, factions hoard silver and switch to bartering. During inflation, they try to spend their silver faster on settlement needs.
[*] [b]Strict Gold Standard (Optional):[/b] A mode that completely disables silver "printing" by factions. The total mass of money in the world becomes finite. If you hoard all the silver in the world, the rest of the planet will face a deflationary crisis and eternal barter.
[*] [b]Full Customization:[/b] Adjust price adaptation speeds, simulation intervals, expansion thresholds, and birth rate multipliers in the mod settings to perfectly fit your playstyle.
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Technical Features
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[*] [b]Zero TPS Impact:[/b] All the heavy math is processed in the background, defaulting to once a day. The mod will not impact your Ticks Per Second or frame rate.
[*] [b]Safe to Add/Remove:[/b] Absolutely safe to add or remove mid-playthrough. It will not break your saves or bloat your game with unnecessary items.
[*] [b]Vanilla Friendly:[/b] Seamlessly integrates into standard trading mechanics and harmoniously expands RimWorld's existing faction system.
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Compatibility
Theoretically, there should be no incompatibilities. The mod runs on entirely separate background logic but dynamically categorizes items. This means items from other mods will automatically be pulled into the global trading system! The only "issue" is that you might occasionally see bizarre modded items in trade because the global economy is richer now—but that just adds to the fun.
If you find anything genuinely game-breaking or completely unbalanced, please let me know in the comments!
Vanilla Trading Expanded: Regarding VTE, they’ll work fine together, but VTE is gonna add a bit of randomness. See, the economy in my mod is strictly data-driven—supply and demand, demographics, all that stuff is linked to shape the final prices. VTE, on the other hand, acts more randomly. They’ll function side-by-side, but the market's gonna be a lot more unpredictable. Might even be more interesting that way!
Supported Languages
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[*] Russian
[*] English
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My other mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3669591999]https://steamcommunity.com/sharedfiles/filedetails/?id=3669591999[/url] was supposed to be a part of this one when I was trying to add that "living world" feel without tanking performance. Eventually, they evolved into two separate mods, which is honestly great, but I’d still highly recommend trying them out together!
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Support & Contact
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[*] [b]GitHub:[/b] [url=https%3A%2F%2Fgithub.com%2Fhelldanpwnz%2FEconomics-and-Demography]Link to repository[/url][github.com]
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