Capitalist Economy
0.7.19 Capitalist Economy brings a real economy into the game and actually rewards you for playing. Companies finally make sense.
Now maintained by Breaking Curses
qxZap built this mod. As of August 2026 I've taken over maintenance and support. His design stays as he built it and his numbers stay his. You can support him here: https://ko-fi.com/qxzap
If something breaks, or a game update breaks it, bring it to me.
What's different in 3.6?
Nothing in how the mod plays. qxZap rebuilt the files on 2 August 2026 to keep up with the game's testing branch, but the version number on the page was never moved off 3.1, so from the outside it looked like nothing had happened since January. It now reads 3.6 to match the file you actually download.
Capitalist Economy is now part of ECON103
ECON103 contains everything this mod does. The company settings, hired driver wear, depot storage, vehicle unlocks and cargo capacity are all in there. Do not run both. The game loads one copy of any file, so installing both means one silently overwrites the other, and which one wins comes down to how the filenames happen to sort. You get no warning either way.
This page stays up for people who want Capitalist Economy on its own. I'll keep it working when the game moves under it, and fix anything clearly broken, but new development goes into ECON103.
What Capitalist Economy does:
Motor Town is known to be a very grindy game in which many economic aspects make no sense on a pragmatic perspective, with very MMO reward system, rather than sandbox as the game claims to be.
Capitalist Economy mod turns any Communist mechanic into a Capitalist one, many limitations removed or raised along with many other changes. Changes impacted from cargo to company or payment method.
The mod is split into 3 parts:
- Capitalist Economy Mod (includes capitalist economy changes)
- Capitalist Economy Vehicle Cargo Boost (increased carry capacity for some vehicles)
- Capitalist Economy Quattro Storage (all pickup missions now have x10 storage)
Compatibility
Patches are in the optional files tab.
MTNet: two of the changes below are thee aren't in the pak. They only apply ifyou run MTNet. Everything else works from the pak on its own.
Proxy's Oversized Cargo: both mods rewrite the same cargo table, so without the patch one overwrites the other.
Two patches have been retired. The ECON103 patch is gone because the two mods aren't separate any more, so there's nothing left to patch. If you still have Z_qxZap_CapitalistEconomy_ECON103_P.pak in your Paks folder, delete it. The Rak's Fragile Logistic patches are also gone. They were built against version 3.1 back in January, were never rebuilt for the current release, and can't be rebuilt from the source I inherited. Running the old ones against the current pak will give you results nobody has checked.
Capitalist Economy Mod changes:
- Cargo payment scaling removed (you carry more, you get paid more; just like in Cargo Payment Scaling neutralizer)
- Vanilla rewards decreased (for balance)
- Police Patrol payment increased (with MTNet)
- EV recharging speed increased (with MTNet)
- Population boosts per bonus set to 1 (all town bonuses contribute 100% now) (with MTNet)
- Population bonus limit increased from 30% to 2000% (with MTNet)
- Company Trucks reward increased from 5% to 70% (you now get 70% of what your AI driver gains instead of 5%) (with MTNet)
- Company Bus reward increased from 7% to 70% (you now get 70% of what your AI driver gains instead of 5%) (with MTNet)
- Company Vehicles condition degradation speed decreased by 50% (with MTNet)
- Patrol area size increased (with MTNet)
- Company Depots now consume less parts (noticeable)
- AI criminals spawn more often (x2) (with MTNet)
- Removes invalid parts warnings (with MTNet)
- Stack any cargo that is stackable (just like in Stack Boxes and Pallets)
- Stack height limit doubled
- Vehicle Parts restriction removed (just like in More Tuning - Formula Unlocked but for all the vehicles)
- All vehicles allowed (no comment) are now limoable/taxiable, including trucks (just like in More Tuning - Taxi and Limo any Bus but expanded to all vehicles possible)
- Removed/Deprecated vehicles allowed, like Crany (just like in Crany Unlocked)
Vehicles & Trailers Included (Cargo Changes):
Atlas 6x2 Garbage (15.0 → 20.0)
Atlas 8x4 Dump (17.0 → 20.0)
Brutus Tanker (7.0 → 10.0)
Bulko (18.0 → 20.0)
Hobber Lead (38.0 → 40.0)
Hobber Rear (44.0 → 50.0)
Jemusi Tanker (6.0 → 8.0)
Maity Compacty (10.0 → 20.0)
Maity Dumpy (10.0 → 15.0)
Maity Mixi (6.0 → 10.0)
Oldum (10.0 → 15.0)
Taber Lead (20.0 → 25.0)
Taber Rear (22.0 → 25.0)
Terra (23.0 → 30.0)
Trailer Tanko Tanko40 (40.0 → 50.0)
BACKUP YOUR SAVES
• To ensure the safety of your saves, create a backup of your save folder:
• Press ⊞ Win + R and paste this into the dialog:
•
• Or navigate to
•
• Copy the Character and World (Singleplayer) somewhere where you can easily find it in case of a lost save. Saves are disappearing even without mods so keep that in mind.
(text author: Maja)
Now maintained by Breaking Curses
qxZap built this mod. As of August 2026 I've taken over maintenance and support. His design stays as he built it and his numbers stay his. You can support him here: https://ko-fi.com/qxzap
If something breaks, or a game update breaks it, bring it to me.
What's different in 3.6?
Nothing in how the mod plays. qxZap rebuilt the files on 2 August 2026 to keep up with the game's testing branch, but the version number on the page was never moved off 3.1, so from the outside it looked like nothing had happened since January. It now reads 3.6 to match the file you actually download.
Capitalist Economy is now part of ECON103
ECON103 contains everything this mod does. The company settings, hired driver wear, depot storage, vehicle unlocks and cargo capacity are all in there. Do not run both. The game loads one copy of any file, so installing both means one silently overwrites the other, and which one wins comes down to how the filenames happen to sort. You get no warning either way.
This page stays up for people who want Capitalist Economy on its own. I'll keep it working when the game moves under it, and fix anything clearly broken, but new development goes into ECON103.
What Capitalist Economy does:
Motor Town is known to be a very grindy game in which many economic aspects make no sense on a pragmatic perspective, with very MMO reward system, rather than sandbox as the game claims to be.
Capitalist Economy mod turns any Communist mechanic into a Capitalist one, many limitations removed or raised along with many other changes. Changes impacted from cargo to company or payment method.
The mod is split into 3 parts:
- Capitalist Economy Mod (includes capitalist economy changes)
- Capitalist Economy Vehicle Cargo Boost (increased carry capacity for some vehicles)
- Capitalist Economy Quattro Storage (all pickup missions now have x10 storage)
Compatibility
Patches are in the optional files tab.
MTNet: two of the changes below are thee aren't in the pak. They only apply ifyou run MTNet. Everything else works from the pak on its own.
Proxy's Oversized Cargo: both mods rewrite the same cargo table, so without the patch one overwrites the other.
Two patches have been retired. The ECON103 patch is gone because the two mods aren't separate any more, so there's nothing left to patch. If you still have Z_qxZap_CapitalistEconomy_ECON103_P.pak in your Paks folder, delete it. The Rak's Fragile Logistic patches are also gone. They were built against version 3.1 back in January, were never rebuilt for the current release, and can't be rebuilt from the source I inherited. Running the old ones against the current pak will give you results nobody has checked.
Capitalist Economy Mod changes:
- Cargo payment scaling removed (you carry more, you get paid more; just like in Cargo Payment Scaling neutralizer)
- Vanilla rewards decreased (for balance)
- Police Patrol payment increased (with MTNet)
- EV recharging speed increased (with MTNet)
- Population boosts per bonus set to 1 (all town bonuses contribute 100% now) (with MTNet)
- Population bonus limit increased from 30% to 2000% (with MTNet)
- Company Trucks reward increased from 5% to 70% (you now get 70% of what your AI driver gains instead of 5%) (with MTNet)
- Company Bus reward increased from 7% to 70% (you now get 70% of what your AI driver gains instead of 5%) (with MTNet)
- Company Vehicles condition degradation speed decreased by 50% (with MTNet)
- Patrol area size increased (with MTNet)
- Company Depots now consume less parts (noticeable)
- AI criminals spawn more often (x2) (with MTNet)
- Removes invalid parts warnings (with MTNet)
- Stack any cargo that is stackable (just like in Stack Boxes and Pallets)
- Stack height limit doubled
- Vehicle Parts restriction removed (just like in More Tuning - Formula Unlocked but for all the vehicles)
- All vehicles allowed (no comment) are now limoable/taxiable, including trucks (just like in More Tuning - Taxi and Limo any Bus but expanded to all vehicles possible)
- Removed/Deprecated vehicles allowed, like Crany (just like in Crany Unlocked)
Vehicles & Trailers Included (Cargo Changes):
Atlas 6x2 Garbage (15.0 → 20.0)
Atlas 8x4 Dump (17.0 → 20.0)
Brutus Tanker (7.0 → 10.0)
Bulko (18.0 → 20.0)
Hobber Lead (38.0 → 40.0)
Hobber Rear (44.0 → 50.0)
Jemusi Tanker (6.0 → 8.0)
Maity Compacty (10.0 → 20.0)
Maity Dumpy (10.0 → 15.0)
Maity Mixi (6.0 → 10.0)
Oldum (10.0 → 15.0)
Taber Lead (20.0 → 25.0)
Taber Rear (22.0 → 25.0)
Terra (23.0 → 30.0)
Trailer Tanko Tanko40 (40.0 → 50.0)
BACKUP YOUR SAVES
• To ensure the safety of your saves, create a backup of your save folder:
• Press ⊞ Win + R and paste this into the dialog:
•
%localappdata%\MotorTown\Saved\SaveGames • Or navigate to
•
C:\Users\_____your_user____\AppData\Local\MotorTown\Saved\SaveGames • Copy the Character and World (Singleplayer) somewhere where you can easily find it in case of a lost save. Saves are disappearing even without mods so keep that in mind.
(text author: Maja)
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Capitalist Economy
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