ECON103 - Realistic Economic Progression
Motor Town's freight economy pays for showing up. ECON103 changes what a job is
worth: payment follows the distance you actually drive, the capacity you
actually carry, and the risk you actually take. Bigger trucks earn their price.
Longer runs earn their time. Fragile loads cost you if you drive like they are
not.
It changes 93 cargos, 61 delivery points, 13 vehicle tables, and 20 settings
no other mod can reach.
Which file do I download?
Two questions. Which economy, and whether you want it set up for you.
VANILLA EDITION — the economy on its own. 93 cargos, 61 delivery points.
Needs no other mods.
ALL-IN-ONE EDITION — the same economy plus TheProxy's Oversized Cargo
Expansion: cranes, diggers, military vehicles, boats and heavy plant. 174
cargos, 74 delivery points. 94 MB.
Install one edition or the other, never both.
If you are starting out, or you mostly run vans and box trucks, take Vanilla.
It is the same economy without 94 MB of trailers you cannot pull yet.
Then pick how you install it:
WIZARD — run one file, answer one question, done. It finds your game,
copies everything in, sets a dedicated server's config for you, offers a desktop
shortcut, and gives you one file to start the game with that brings the settings
up and takes them down again. This is the one most people want.
MANUAL — you copy the files in yourself. Nothing automated touches your
game folder.
Both files contain the whole mod. Same paks, same settings channel, same
everything — the only difference is who does the copying. A manual install is
three steps: the paks into your Paks folder, the Serve folder in beside them,
and run Start ECON103 Channel.bat before you play. READ ME FIRST.txt in
that download walks through it.
What the manual package leaves out is the setup program itself, and the two
launchers that depend on it.
How to install
Unzip it. Run ECON103 Setup.bat. Answer one question.
It asks whether this PC is one you play on, one that runs a server for other
people, or one that joins somebody else's server. Then it finds your game,
installs the right pieces for that answer, and tells you what to run next. It
offers to put a shortcut on your desktop.
Nothing it takes out of your game folder is deleted. Anything it replaces is
renamed with .bak on the end, where it already sits, so you switch it back on
by deleting four letters.
You can delete the folder you unzipped afterwards. ECON103 copies what it needs
into your Paks folder and works from there.
Prefer to do it by hand? The paks are in the zip root. Drag them in. The install
guide has the details.
What is new in v2.0
Wizard Installer. The wizard setup asks which of three machines this is
and does the rest.
MTNET framework built-in. ECON103 delivers 20 settings the game will not
take from a mod file by prepackaging and automating the relay server (channel)
designed in qxZap's MTNET. With MTNET, that used to mean manually running the
relay server and closing it when you were done playing. Now, it runs in the
system tray, started and stopped by the launcher. Hover the icon to see whether
the settings arrived.
Capitalist Economy absorbed. ECON103 has fully absorbed Capitalist Economy, while adjusting certain values to better align with the ECON103 design.
The original mod is no longer compatible with ECON103, nor needed, unless you want a different economy feel entirely.
Custom ECON103 Launcher. Play ECON103.bat brings the channel up, launches
Motor Town, and shuts everything down when you quit.
Mod clashes detected — Capitalist Economy, MTNet, Rak's Fragile
Logistics, Proxy's Oversized Cargos — names them, and offers to turn them off.
Saying no is a real answer; it installs anyway and reminds you. (These clash
because their functionality is already built in and/or undermine ECON103's
design.)
If you have used the All-in-One edition before, read this
Every All-in-One build up to v2.0 delivered the base game's cargo numbers by mistake.
The mod replaced the game's cargo table with its own copy. That file turns out
to be a wrapper which rebuilds itself from the original tables every time the
game loads — so the entire rebalance was discarded at startup, silently, and
every cargo kept its vanilla value. The models were there. The economy was not.
v2.0 fixes it, and goes further: TheProxy's 90 cargos are re-priced by ECON103's
rules instead of shipping at his numbers, and the 22 delivery points both mods
change now carry both mods' work rather than whichever file happened to load
last. Export Harbor goes from 6 routes to 40.
This was always the original intention of ECON103.
Requirements
Motor Town: Behind the Wheel 0.7.19 or later. Nothing else — no script loader,
no companion mod, no download to install first. The tooling runs on the Windows
PowerShell already on your PC and asks for no admin rights.
Remove these first
(or let the wizard do it for you)
ECON103 contains their work. With both installed the game reads one copy of any
shared file and discards the other with no warning either way.
• Capitalist Economy, by qxZap — its company, driver-wear, depot,
unlock and capacity work is in ECON103 (with adjusted values where appropriate)
• MTNet — ECON103 delivers its own settings and channel now
• Fragile Logistics, by Rak — the fragility and damage design ECON103
was always built on
• Oversized Cargos, by TheProxy — All-in-One edition only;
prepackages all his custom assets and applies the ECON103 design philosophy
• Any compatibility patches from those mods — Simply not needed anymore.
An older ECON103 needs nothing from you. Setup handles it.
Running a dedicated server?
Use Start ECON103 Server.bat instead of RunDedicatedServer.bat. Pass your
own script's name if it is not called that.
Setup writes three validation settings in your DedicatedServerConfig.json and
keeps a copy of your original. One of them matters more than the rest:
Your server takes 20 settings from ECON103 and a joining player takes none, so
the two never match. With that setting false, your server refuses every player
on every join and writes nothing to its log. It looks like nobody wants to play
on your server. Setup sets it for you — unless you start your server with
-DediConfig pointing at a config somewhere else, in which case it says so and
tells you what to set.
Is it working?
Open any delivery point and look for Low-Grade Coal. Only ECON103 adds
it. If you can see it, you are running it.
For the 20 settings, single player: about two seconds after the main menu, the
tray icon's tooltip says they were delivered. Dedicated server: 30 to 50 seconds
after the world loads, Serve\econ103-serve.log gets a line saying it served 20
settings.
Credits
qxZap — Capitalist Economy & MTNET. The company, driver-wear, depot storage,
vehicle unlock and capacity work the Capitalist Economy mod includes, kept as he designed it and
changed only where his numbers clashed with ECON103's own rules. Also gameplay
testing and design advice throughout ECON103's development.
Rak — Fragile Logistics. The ideas behind risk, damage penalties and
fragile cargo behaviour, which this economy still uses.
TheProxy — Oversized Cargo Expansion. The oversized cargo economy ECON103
was first built around, and the whole of what makes the All-in-One edition
all-in-one. His assets ship unchanged apart from the cargo values, which are
re-aligned to ECON103's rules, and one repair: his Factory_Cheese produces a
cargo key matching no row, so that recipe never runs — in his release as well.
It is corrected here and reported to him.
Installing any mod can disqualify an account from leaderboards and
achievements. That is your call to make.
worth: payment follows the distance you actually drive, the capacity you
actually carry, and the risk you actually take. Bigger trucks earn their price.
Longer runs earn their time. Fragile loads cost you if you drive like they are
not.
It changes 93 cargos, 61 delivery points, 13 vehicle tables, and 20 settings
no other mod can reach.
Which file do I download?
Two questions. Which economy, and whether you want it set up for you.
VANILLA EDITION — the economy on its own. 93 cargos, 61 delivery points.
Needs no other mods.
ALL-IN-ONE EDITION — the same economy plus TheProxy's Oversized Cargo
Expansion: cranes, diggers, military vehicles, boats and heavy plant. 174
cargos, 74 delivery points. 94 MB.
Install one edition or the other, never both.
If you are starting out, or you mostly run vans and box trucks, take Vanilla.
It is the same economy without 94 MB of trailers you cannot pull yet.
Then pick how you install it:
WIZARD — run one file, answer one question, done. It finds your game,
copies everything in, sets a dedicated server's config for you, offers a desktop
shortcut, and gives you one file to start the game with that brings the settings
up and takes them down again. This is the one most people want.
MANUAL — you copy the files in yourself. Nothing automated touches your
game folder.
Both files contain the whole mod. Same paks, same settings channel, same
everything — the only difference is who does the copying. A manual install is
three steps: the paks into your Paks folder, the Serve folder in beside them,
and run Start ECON103 Channel.bat before you play. READ ME FIRST.txt in
that download walks through it.
What the manual package leaves out is the setup program itself, and the two
launchers that depend on it.
How to install
Unzip it. Run ECON103 Setup.bat. Answer one question.
It asks whether this PC is one you play on, one that runs a server for other
people, or one that joins somebody else's server. Then it finds your game,
installs the right pieces for that answer, and tells you what to run next. It
offers to put a shortcut on your desktop.
Nothing it takes out of your game folder is deleted. Anything it replaces is
renamed with .bak on the end, where it already sits, so you switch it back on
by deleting four letters.
You can delete the folder you unzipped afterwards. ECON103 copies what it needs
into your Paks folder and works from there.
Prefer to do it by hand? The paks are in the zip root. Drag them in. The install
guide has the details.
What is new in v2.0
Wizard Installer. The wizard setup asks which of three machines this is
and does the rest.
MTNET framework built-in. ECON103 delivers 20 settings the game will not
take from a mod file by prepackaging and automating the relay server (channel)
designed in qxZap's MTNET. With MTNET, that used to mean manually running the
relay server and closing it when you were done playing. Now, it runs in the
system tray, started and stopped by the launcher. Hover the icon to see whether
the settings arrived.
Capitalist Economy absorbed. ECON103 has fully absorbed Capitalist Economy, while adjusting certain values to better align with the ECON103 design.
The original mod is no longer compatible with ECON103, nor needed, unless you want a different economy feel entirely.
Custom ECON103 Launcher. Play ECON103.bat brings the channel up, launches
Motor Town, and shuts everything down when you quit.
Mod clashes detected — Capitalist Economy, MTNet, Rak's Fragile
Logistics, Proxy's Oversized Cargos — names them, and offers to turn them off.
Saying no is a real answer; it installs anyway and reminds you. (These clash
because their functionality is already built in and/or undermine ECON103's
design.)
If you have used the All-in-One edition before, read this
Every All-in-One build up to v2.0 delivered the base game's cargo numbers by mistake.
The mod replaced the game's cargo table with its own copy. That file turns out
to be a wrapper which rebuilds itself from the original tables every time the
game loads — so the entire rebalance was discarded at startup, silently, and
every cargo kept its vanilla value. The models were there. The economy was not.
v2.0 fixes it, and goes further: TheProxy's 90 cargos are re-priced by ECON103's
rules instead of shipping at his numbers, and the 22 delivery points both mods
change now carry both mods' work rather than whichever file happened to load
last. Export Harbor goes from 6 routes to 40.
This was always the original intention of ECON103.
Requirements
Motor Town: Behind the Wheel 0.7.19 or later. Nothing else — no script loader,
no companion mod, no download to install first. The tooling runs on the Windows
PowerShell already on your PC and asks for no admin rights.
Remove these first
(or let the wizard do it for you)
ECON103 contains their work. With both installed the game reads one copy of any
shared file and discards the other with no warning either way.
• Capitalist Economy, by qxZap — its company, driver-wear, depot,
unlock and capacity work is in ECON103 (with adjusted values where appropriate)
• MTNet — ECON103 delivers its own settings and channel now
• Fragile Logistics, by Rak — the fragility and damage design ECON103
was always built on
• Oversized Cargos, by TheProxy — All-in-One edition only;
prepackages all his custom assets and applies the ECON103 design philosophy
• Any compatibility patches from those mods — Simply not needed anymore.
An older ECON103 needs nothing from you. Setup handles it.
Running a dedicated server?
Use Start ECON103 Server.bat instead of RunDedicatedServer.bat. Pass your
own script's name if it is not called that.
Setup writes three validation settings in your DedicatedServerConfig.json and
keeps a copy of your original. One of them matters more than the rest:
"bAllowConsoleVariableMismatch": true Your server takes 20 settings from ECON103 and a joining player takes none, so
the two never match. With that setting false, your server refuses every player
on every join and writes nothing to its log. It looks like nobody wants to play
on your server. Setup sets it for you — unless you start your server with
-DediConfig pointing at a config somewhere else, in which case it says so and
tells you what to set.
Is it working?
Open any delivery point and look for Low-Grade Coal. Only ECON103 adds
it. If you can see it, you are running it.
For the 20 settings, single player: about two seconds after the main menu, the
tray icon's tooltip says they were delivered. Dedicated server: 30 to 50 seconds
after the world loads, Serve\econ103-serve.log gets a line saying it served 20
settings.
Credits
qxZap — Capitalist Economy & MTNET. The company, driver-wear, depot storage,
vehicle unlock and capacity work the Capitalist Economy mod includes, kept as he designed it and
changed only where his numbers clashed with ECON103's own rules. Also gameplay
testing and design advice throughout ECON103's development.
Rak — Fragile Logistics. The ideas behind risk, damage penalties and
fragile cargo behaviour, which this economy still uses.
TheProxy — Oversized Cargo Expansion. The oversized cargo economy ECON103
was first built around, and the whole of what makes the All-in-One edition
all-in-one. His assets ship unchanged apart from the cargo values, which are
re-aligned to ECON103's rules, and one repair: his Factory_Cheese produces a
cargo key matching no row, so that recipe never runs — in his release as well.
It is corrected here and reported to him.
Installing any mod can disqualify an account from leaderboards and
achievements. That is your call to make.
Download Links
Report a problem
ECON103 - Realistic Economic Progression
Advertisement
Remove ads