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Wealth & Trade

by The AshForge Team · v1.3.1
New 80 KB
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tradeeconomycaravansreputationraids

Summary

Turn your colony into a trading power. Track your true net worth — goods, gear, buildings and colonists — as it climbs through wealth tiers. Faction caravans walk onto your map to trade; build a reputation with each, take on their contracts, and send your own convoys to distant markets. But wealth draws attention — caravans can be ambushed on your doorstep. Start by running expeditions. Traders come from the locations you have discovered, so every expedition you send out is what brings new caravans to your gate — a colony that never explores will keep waiting for visitors who have nowhere to travel from.

Details

★ Expeditions are how trade starts. Traders come from locations you have discovered, so sending expeditions is not a side activity — it is how you find the factions that will visit you. Discover more places and more caravans arrive, from more factions, with more varied stock. If caravans have stopped coming, you have run out of discovered locations to draw them from. • Net-worth tracking across items, equipped gear, structures and skill-valued colonists, with wealth tiers, a live trend graph and a per-category breakdown. • Physical faction caravans — settlers, scavengers, raiders, remnant, mechanoids and tech cultists — each armed and dressed in its own colours. Click a caravan leader to talk and trade. • A full trade window: staged buy/sell with per-item steppers, buy-all / sell-all, and running totals for both sides. • Reputation with every faction — better prices, rarer stock and more frequent visits as you earn their trust. • Supply and demand: factions pay a premium for what they want and sell their surplus cheaper. • Contracts: caravans offer directed jobs for a premium reward and standing. • Caravan raids: a visiting caravan can be ambushed — help defend it for a reward, or leave it to its fate. • Outgoing convoys: send goods to a distant market for a better price, at the risk of ambush on the road. • Raiders are rare, wary traders; finished weapons are a costly luxury — crafting is always the smarter path. Requires the AshForge Mod Loader — enable it from the AshForge Hub.
Changelog
v1.3.1July 24, 2026
  • FixedThe panels now follow the UI text size from Optics — previously the setting had no effect on any of this mod's windows, because they set their own text size, which overrode the game's. The wealth panel, trade screen, convoy screen, trader dialogue, event letters and the wealth banner now grow their lettering and their layout together, so bigger text gets a bigger window rather than a crowded one. Panels pick up a change the next time you open them, and are capped so they can never grow off-screen.
v1.3.0July 19, 2026
  • AddedFull Russian localization across the trade loop — the wealth panel, caravan dialogue, contracts and event letters — active when the game's language is set to Russian. Pairs with the Russian Localization mod.
v1.2.1July 12, 2026
  • FixedThe previous release would not load at all unless your AshForge Hub was fully up to date — including on Linux, where the current Hub is a version behind. It now runs on any recent Hub: if your Hub is too old to offer the in-game settings screen, the mod simply uses its default settings instead of failing.
v1.2.0July 12, 2026
  • FixedCaravans could be left stranded in your colony forever. If a caravan's leader was knocked unconscious, if you were looking at another map when it was due to leave, or if you saved and reloaded while it was visiting, the mod would lose track of the caravan while its traders carried on standing there — no trade, no dialogue, and nothing that would ever send them home. All three causes are fixed, and a caravan's record can no longer be dropped while its people are still on your map.
  • AddedYou can now actually dismiss a caravan. Talking to a trader offers "Safe travels" — which sends them on their way — and a separate "Close", which just ends the conversation. Dismissed caravans walk off the map rather than vanishing.
  • AddedA "Send Caravans Home" button in the wealth panel (P). If traders are stuck in your colony from an older save, this sends every one of them on its way. It never deletes anyone.
  • AddedSettings, under ESC ▸ Mod Settings: caravan frequency, how many may visit at once, how long they stay, whether raiders can ambush them, and whether outgoing convoys run. Requires AshForge Tools.
  • FixedAn ambush that only knocked a caravan leader unconscious was treated as the caravan being destroyed — costing you reputation for traders who were merely lying down, and abandoning their escorts. It now checks whether anyone actually survived.
  • FixedThe mod was quietly re-tuning the base game's own wandering visitors. It no longer touches them.
v1.1.2July 12, 2026
  • FixedDeclared its World-State Broker capabilities (net worth, faction standing) in the mod manifest, so the Hub's Capabilities panel now shows that Raiders of the Wastes works better with Wealth & Trade. No gameplay change.
v1.1.1July 11, 2026
  • FixedHardened against an outdated mod loader — Wealth & Trade stays fully functional even if the loader hasn't caught up yet.
v1.1.0July 11, 2026
  • NewWealth & Trade now shares your colony's net worth and faction standing with other AshForge mods through the World-State Broker — so features like wealth-scaled raids can respond to how your colony is doing, with no hard dependency between mods.
  • ImprovedRequires the current AshForge Mod Loader (World-State Broker).
v1.0.1July 7, 2026
  • FixedThe wealth panel shortcut no longer triggers while you're typing — e.g. naming a save.
  • FixedThe Send Convoy button no longer overlaps the wealth summary labels.
v1.0.0July 6, 2026
  • NewNet-worth tracking across items, equipped gear, structures and skill-valued colonists, with wealth tiers and a live trend graph.
  • NewPhysical faction caravans that walk onto your map — armed and coloured by faction — with lore dialogue and a full trade window.
  • NewFaction reputation, supply-and-demand pricing, and directed trade contracts.
  • NewLive caravan raids you can help defend, and outgoing convoys that carry goods to distant markets.
  • NewIntegrated with the game's alert list and a tidy event-letter stack; credits, routes, reputation, contracts and convoys all save with your game.

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