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Economy1
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The Economy of the Commonwealth actually feels more like a real thing now. Caps are much more valuable than they were in vanilla FO4. Many items and services (such as Doctors) are more expensive, radiation exposure is greatly increased, healing greatly overhauled and not instant, etc. The player may even find himself buying food and purified water, something that probably was rarely done in vanilla FO4. Ammo is very expensive, and more difficult to find. The situation changes even more with Desolation Mode. The player is forced tp trade and dependent on different types of ammo and weapons. Bartering is more normalized and much more balanced. Items have higher prices, the maximum range on prices won't be as drastic as it used to mainly due to the lack of Charisma.

General[]

Every item in the game has been revised and almost all items (weapons, armor, item mods, materials, resources, components, etc.) have little or no value from now on. An item's value is influenced more by trading skill and less by charisma. Every vendor class, every vendor type stands out and is defined more by the respective vendor stock.

In addition to caps, vendor credits have been introduced, a new currency that allows to construct special, mostly leased, buildings in Architect and to exchange unique items in the Market Trading Terminal.

Vendors[]

Each vendor is overhauled to be more unique, and provide specific goods. Vendors take 7 days by default to restock their goods and 5 days with the Timescale addon installed.

General Vendor[]

Sells mainly misc junk and some assorted food/chem/medical items. Sells less ammo/weapons/armor but has a chance to sell only basic low level ammo types.

Weapon Vendor[]

Weapon Vendors sell raw ingredients or parts for crafting ammunition, explosives, and fusion cores, loose weapon mods and a bigger variety of them. Many ammo types no longer appear in stock and have to crafted manually. Weapons sold on vendors are no longer modded, and sold in "packages". Personal weapons and ammo that vendor are equiped with, no longer appear in their stock (for most NPCs, not all).

  • Fusion Core value has been greatly reduced (below vanilla value even.. because of the way their health works)
  • The prices on unique weapons and armor is rebalanced (some are more expensive, some are less)

Doctor Vendor[]

No longer sell chems

DLC Vendors[]

Because of the odd respawn times for DLC vendors, most DLC vendors have significantly less goods for sale. Weapon vendors can sell DLC ammo packs, but only have a chance to spawn them. Harpoons will only appear on some DLC vendors. Some Commonwealth weapon vendors have a chance to sell DLC ammo above level 8

Vendor Stock[]

Vendors stock less rare goods than usual. The maximum item value is lowered to half the value of the item (down from 80%). Buy prices can be reduced to an even 100% of their listed value. Items are significantly more expensive, especially ammo and medical supplies.

Crops on all vendors are now only sold in "Bundles" and are lowered in value (the amount varies based on the type).

Ammo Packs[]

Ammo is sold in "Ammo Packs", which contain preset amounts of ammo that vary based on type. Values for Ammo Packs are based on average damage output of the round. Ammo packs allow the game to be better balanced around ammo buy/sell pricing.

Unique Vendor Changes[]

Carla[]

Sells mostly junk only, but a lot more of it

Cricket[]

  • Sells "raider" style weapons/ammo/mods, and some melee weapons
  • Sells some weapon/explosive materials, and some chems

Farms[]

Farmers on Abernathy Farm, The Slog, Finch Farm, Graygarden, Warwick sell crops and farm-related items

Rufus[]

Sells mostly tools and parts only

Currencies[]

Bottle Caps[]

Bottle Caps or "Caps" still represent the "main currency" in the commonwealth.

Collectible items
Item Weight Value
Box of Cigars (Full) 1 120
Box of San Francisco Sunlights 1 400
Carton of Cigarettes 1 120
Cigar 0 6
Collectible Baseball 0.2 20
Jangles the Moon Monkey 1 40
Pack of Cigarettes 0.1 12
Preserved Carton of Cigarettes 1 400
Preserved Cigarette Pack 0.1 40
Pre-War Money 0 4
Undamaged American Flag 1 40
Undamaged Camera 1 50
Undamaged Teddy Bear 0.2 20

Pre-War Money[]

Pre-War Money is required in the Market Trading Terminal for certain items. It can be exchanged in the Market Trading Terminal and in the outgoing Mailbox container.

Research Material[]

Research Material is a special currency in Horizon and is produced by research buildings. This item has currently no use.

Vendor Credits[]

The vendor credit system is supposed to be a settlement-only currency, so that it doesnt impact the vendor economy, and vice versa. Ideally, vendor credits would be used to buy mostly settlement-related stuff (steel, wood, crops, etc.) and anything in the market terminal that the player uses, really should have a caps cost.

Zawinul on Horizon Discord

Vendor Credits is a new curreny that is predominantly used in deals using the Market Trading Terminal and can be exchanged for Bottlecaps 4:1 (10:1 in Desolation Mode) too. There are a handful of ways to get more vendor credits;

Many buildings in Architect increase income and income is paid out in vendor credits. Furthermore using the Market Trading Terminal can convert certain Items into Vendor Credits.

Trader Stock Trade Requires
Black Market Vendor Credit (3) Pack of Cigarettes 1 Marketeer 4
Black Market Vendor Credit (10) Preserved Cigarettes Pack 1 Marketeer 4
Black Market Vendor Credit (30) Pack of Cigarettes 10 Marketeer 4
Black Market Vendor Credit (100) Preserved Carton of Cigarettes 1 Marketeer 4
Silent Jay Vendor Credit (100) Power Armor Frame Voucher 1 Trading 50
Trevor Vendor Credit (10) Dog Tags 1 Trading 50

Marty is currently the only Trader able to exchange your Vendor Credits.

Trader Stock Trade Requires
Marty Bottlecap 10 Vendor Credit (100) Trading 200

Income[]

Income is paid in "Vendor Credits" and is based on ranks in workshop trading. This new system also allows vendor income from mods (such as Sim Settlements) to automatically be balanced with Horizon! Vendor credits can be used for expanding settlements in relation to tenants and leased utility buildings, but also for trades in the market trading terminal.

Generation[]

All vendors stalls generate income, but all income generated starts at 0 with workshop trading 1. Income is calculated globally across all Settlements, and deposited in the production storage by default. All vanilla Vendor Stalls of the same type are the same tier, base income, requirements, and materials.

  • Increasing the Workshop Trading level, will increase income.
  • Increasing the Tenants population, will increase income.

The daily cap for income generation starts at 400 vendor credit per cycle and is increased by +100 per Successful Settlement.

Exchange[]

Vendor Credits can be exchanged for caps in the Market Trading Terminal but requires Trading Skill 200! The Market Trading Terminal allows to obtain things using vendor credits as payment for good or service. Certain buildings in Architect require Vendor Credits too.

Bonus[]

Various buildings in Architect increase Income.
Architect Object Rating
Vendor Mats/Stalls Medical Center +1 Income
Vendor Mats/Stalls Medical Station +1 Income
Vendor Mats/Stalls Diner +3 Income
Vendor Mats/Stalls Full Bar +3 Income
Income Bonuses Supply Stockpile +6 Income
Income Bonuses Trading Storage +6 Income
Vendor Mats/Stalls General Store +6 Income
Vendor Mats/Stalls Weapon Surplus +6 Income
Vendor Mats/Stalls Tailor Shop +6 Income
Vendor Mats/Stalls Armor Outlet +6 Income
Income Bonuses Shipping Manager +16 Income
Leased Small Residences Residences +X Income
Leased Large Residences Apartments +X Income

Developer Notes[]

Technical Issues[]

🌀 The content below transcludes to Technical Issues#Economy.

See Also[]

References[]

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