
Living Economy - Dynamic Markets
Every region sets its own prices by what it lacks and what it makes. Your sales flood a market, merchants run out of coin, remember you and pay bounties on monster nests, and the story moves the markets.
查看大图[b]Known issues and fixes[/b]
Buy prices (%) and Sell prices (%) moved in 1.2.11 to Your prices, under Options > Mods > Living Economy. Old values carried over.
Level and XP at 0 after loading: that was 1.2.10 with Nemesis and Villages Remember, fixed in 1.2.11. Update to the latest version. That save loads at level 1.
Living Economy gives every region of The Witcher 3 its own market. In the base game a price is the same in every shop and nothing you sell changes it. Here prices follow what a land lacks and makes, what you trade there, and what happens in the story.
[quote][b]Six bandit swords in Novigrad.[/b] The smith pays well for the first one, because weapons are his trade. Each sword you sell lowers what Novigrad pays for weapons, so the sixth fetches less than the first, and the armorer down the street now pays less too. In Oxenfurt the price has not moved. A few days later Novigrad's price has climbed back, and the town's notice board shows what is cheap and dear there.[/quote]
[size=4][color=#C8A24A][b]INSTALL[/b][/color][/size]
[list=1]
[]Copy [font=Courier New]Mods[/font], [font=Courier New]DLC[/font] and [font=Courier New]bin[/font] from the archive into your game folder (the one with [font=Courier New]bin[/font] and [font=Courier New]content[/font]). A mod manager does the same.
[]Start the game. The settings are in Options > Mods > Living Economy.
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Tested on the game patch of 8 October 2026 (scripts 5.0.1048522).
[size=4][color=#C8A24A][b]WHAT YOU NOTICE[/b][/color][/size]
[list]
[][b]Each land prices by its needs.[/b] Food is dear in Velen and wine is cheap in Toussaint. Runes and horse gear cost most in Skellige, and trophies fetch the most in Toussaint and Velen. Gwent cards cost less in their deck's land: Skellige cards on Skellige, Northern Realms cards in Velen and Novigrad. In rain or snow, goods that come by cart cost up to 8% more. With default settings, a land short of a good pays about a third of its asking price for it.
[][b]Your trade moves the market.[/b] Sell a cartload of one kind of goods and its price falls in that region. Buy a merchant out and the stacks come back smaller. Both recover over the next days.
[][b]The story moves prices.[/b] After the Bloody Baron's story Velen eats better, and the king Skellige crowns changes what its markets pay for.
[][b]Weekly news.[/b] A good harvest, a war levy or a fever moves one region for a week. The first shop you visit there tells you as you leave, and notice boards carry it. A notice you take replaces the one you carry. The shelves show it too: fewer of those goods in a dear week, more in a cheap one.
[][b]Merchants have a purse and a trade.[/b] A merchant who bought your whole haul has little coin left until it refills over days. A smith pays well for weapons and little for bread, an innkeeper the other way round.
[][b]Merchants know you.[/b] Trade often with one merchant and your prices with them get better. A line tells you when they know you, count you as a regular and trust you.
[][b]Monsters move local prices.[/b] A finished contract makes the roads safe, and nearby shops sell cheaper for a week. A monster nest near a shop makes its goods dearer and thins its weapons, armor, crafting goods, valuables and runes. The merchant pays a bounty to have it burned.
[][b]Gear is priced by what it is,[/b] not by your level. Craftsmen stock the goods of their trade. Rewards and repairs follow the region.
[][b]Trade roads join the lands.[/b] Six roads carry goods between White Orchard, Velen, Novigrad, Oxenfurt, Skellige, Toussaint and Vizima. Sell a land a glut and prices fall in the next land days later. A monster near a road's market, or a levy week, shuts the road and its goods grow dearer where it leads, up to 20%. Kill the monster and a merchant tells you the road is open again.
[][b]Craftsmen run out.[/b] Buy a smith's iron and his shelf comes back over days, not overnight. A monster on the road or foul weather slows the carts. Herbs are gathered nearby. While a shelf is low, what is left costs more and he pays more for it.
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Shop tooltips show how far a price is from usual, and what a tooltip shows is what you pay.
[size=4][color=#C8A24A][b]SETTINGS[/b][/color][/size]
[table]
[tr][th][color=#C8A24A][b]Setting[/b][/color][/th][th][color=#C8A24A][b]What it does[/b][/color][/th][/tr]
[tr][td][b]Preset[/b][/td][td]Gentle, Living (the default) or Harsh: sets the four values below and the gear switch in one step.[/td][/tr]
[tr][td][b]Price swings (%)[/b][/td][td]How far prices move. At 0 the game's own prices stay.[/td][/tr]
[tr][td][b]Days for a market to recover by half[/b][/td][td]How fast your trade wears off.[/td][/tr]
[tr][td][b]Merchant wealth (%)[/b][/td][td]How full a merchant's purse refills.[/td][/tr]
[tr][td][b]Repair cost (%)[/b][/td][td]Repairs against the game's own price.[/td][/tr]
[tr][td][b]Buy prices (%)[/b][/td][td]What you pay in every shop, on top of the land's price. At 100 nothing changes.[/td][/tr]
[tr][td][b]Sell prices (%)[/b][/td][td]What shops pay you. A sale never pays more than 80% of what the shop asks for the same item.[/td][/tr]
[tr][td][b]Crafting fee (%)[/b][/td][td]What craftsmen charge to make an item, on top of the land's price. At 100 nothing changes.[/td][/tr]
[tr][td][b]Days for an emptied craftsman's shelf to refill[/b][/td][td]1 to 7, default 3. At 1 his shelf is full again the next day on a calm road.[/td][/tr]
[tr][td][b]Trade routes between the lands[/b][/td][td]Roads carry gluts and shortages between the lands; a monster or a levy shuts them. Off: no roads.[/td][/tr]
[tr][td][b]Contract and quest rewards (%)[/b][/td][td]Gold from quests, monster contracts and bounties. The contract haggle shows the amount you will be paid.[/td][/tr]
[tr][td][b]Prices by kind (second menu)[/b][/td][td]In Options > Mods > Living Economy: prices by kind. One slider per kind of goods, from weapons to horse gear. 50 halves that kind's prices, 1000 makes them ten times dearer.[/td][/tr]
[tr][td][b]Every other row[/b][/td][td]Turns one feature on or off.[/td][/tr]
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[size=4][color=#C8A24A][b]QUESTIONS[/b][/color][/size]
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[][b]Do I need a new game?[/b] No. It works in a running save, and saves made with it load without it.
[][b]Does it work with other economy mods?[/b] Not with mods that price the same shop steps: Economy System (Floren Economy), Malaombra's Economy and Economy Plus Reputation System. With Lore Friendly Economy, a shop charges its price times the land's factor. To play with Lore Friendly Economy's prices, set Buy prices (%) to 35 and Sell prices (%) to 15 instead of installing both. From its code, Reputation System works with it, and the two price effects stack. LivingEconomy-COMPATIBILITY.md in the archive lists the rest.
[][b]Do I need Script Merger?[/b] No. No game file is copied.
[][b]I hide most of the HUD.[/b] The lines use the game's Info Messages. A HUD mod that hides Info Messages hides them too.
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[size=4][color=#C8A24A][b]COMPATIBILITY[/b][/color][/size]
Tested with Fast Launch, Sharedutils, WitcherQol, Absolute Camera, PT Optimization 2.0, Multi Companion Mod Remastered, SmartAutoLoot Remaster and Random Encounters Reworked. On the 8 October patch, WitcherQol and Absolute Camera stop the game's scripts from compiling until their authors update them.
[b]Link files.[/b] Nemesis and Villages Remember each have an optional link file for Living Economy. The link files need Living Economy 1.2.15 or later, and the Villages Remember link 1.2.0 also needs Villages Remember 1.0.9 or later. With the Nemesis link, shops near a living nemesis ask more and keep fewer carted goods. With the Villages Remember link, merchants in a village that likes Geralt call him a regular after fewer trades. They also pay him more for what he sells, and a village that fears him pays less.
[size=4][color=#C8A24A][b]UNINSTALL[/b][/color][/size]
Delete [font=Courier New]Mods/modLivingEconomy[/font] and [font=Courier New]bin/config/r4game/user_config_matrix/pc/modLivingEconomy.xml[/font]. Nests a bounty marked stay marked on the map.
[size=4][color=#C8A24A][b]LIMITS[/b][/color][/size]
The story changes read the game's quest facts. They were tested by setting those facts, not yet in a full playthrough.
[size=4][color=#C8A24A][b]TRANSLATIONS[/b][/color][/size]
English, and Polish by FICUGT. The Polish file covers the text of version 1.2.0. Lines added since then show in English.
[size=4][color=#C8A24A][b]MY OTHER MODS[/b][/color][/size]
[list]
[][b][url=https://www.nexusmods.com/witcher3/mods/13731]Villages Remember[/url][/b]: every village keeps a memory of what Geralt did there. Finish its contracts and it welcomes you, kill its people and it fears you.
[][b][url=https://www.nexusmods.com/witcher3/mods/13930]Nemesis[/url][/b]: the enemy that beats Geralt takes his crowns and gets a name. It waits where it won, and notice boards post a contract on it.
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