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报告翻译问题
I always assigned my best social pawn to trade and his social skills were improving slowly.
I attributed this to those trading actions. (Obviously, he had to perform other social tasks as well.)
But now I have to learn that they didn't actually gain any XP from it and I was simply misled by my own expectations?
This is outrageous!
Thank you for this mod!
Buying and selling multipliers separated.
Defaults set to x1.0.
Set both buying and selling to Negotiated Value in the settings to get that effect.
If experience didn't scale with the value of the trade, it would become optimal to make hundreds of trades for 1 item at a time.
I see your point with that take, but consider this:
More items being traded means more discussion taking place.
Otherwise I agree that trading should grant xp.
Before this mod, I took prisoners often just to serve as social xp "practice puppets", and assign anyone I want to level in Social to work as wardens, breaking their resistance and converting the prisoners to our ideology. If they're no good, or I don't need them, they generally get released. Any unwaveringly loyal prisoners often get converted into "organ donors" to serve as a living, breathing source of "spare parts" for my people. With Harvest Everything and Death Rattle, I can get every single body part out of them, if need be.
Even at high social skill levels, I find my leader (the one who does all the trades) to gain one level or nearly one level for every single trade. To be fair, I've made some fairly large ones lately. I've left my other socialites to deal with the prisoners and reserve that source of xp for themselves.
Sorry I am blind.
Kudos though -- you're right that it doesn't make sense that trading doesn't give you social xp since trading utilizes the social skill.
You might want to set the default multiplier to 1x though, I was having pawns skyrocket 1-2 levels in social after only a few trades.
because theses mod i think has exp from social trading but i´m unsure about theses mod i have installed.
That is the 1x2 table from the base game with the Techist style from the Ideology DLC.
Since you are technically "selling" goods for rep, it works just like any non-royalty tribute trade.
This mod is not constantly checking every tick if the player has completed a trade. Instead, the mod's code is entirely dormant until the "Accept Trade" event happens. The game lets the mod do its thing, then the mod falls asleep again until the next trade.
I suppose it does take a bit of mental restraint to not do that, but so does save scumming and dev mode. If the player wishes to optimize the fun out of the game, I am powerless to stop them without adding significant bloat to a simple harmony mod (applying a tag that expires in 24 hours to recently bought or sold items for example).