
You can increase your pay more than once, if you're willing to risk it.Ī contract offered $610 + $10 per head up to 15 heads. Again, money is lost due to rounding, and if you don't collect the maximum number of heads, you could lose even more. If you ask for more pay per head, the game subtracts 25% from completion and advance pay and adds it to the per head pay. Because of rounding issues, you usually lose money overall. If you ask for payment in advance, the game subtracts 25% from your completion and per head pay and adds it to the advance pay. completion pay, advance pay, pay per head), but because of rounding issues, you sometimes get less. The game tries to increase all forms of pay by this amount (e.g. If you asked for more pay, the value of the contract is increased by anywhere between 4-11%. This means that your first haggle attempt will have a failure rate of somewhere between 30-60%, with an average failure rate of 45%. You collect Annoyance for haggling BEFORE this roll is made. The odds of a haggle failing are equal to your Annoyance * 10. I noticed that an item being sold for 385 had its price increase to 387 after haggling once on a contract, so that's about the kind of impact we're talking about here.

Half a hit of rep is enough to move the Reputation bar by a few pixels. In addition, you lose 0.5 points of Reputation every time you haggle, whether you succeed or not. This is somewhat rare, but the cost of being kicked out is quite high, both in terms of lost opportunity and Rep, so I don't recommend trying more than once. A second haggle can potentially get you kicked out. This means that the first haggle attempt is always "safe" (although see below for effects on Reputation). You accumulate Annoyance whether the haggle attempt succeeds or fails, and you get the same amount of Annoyance in either case. If your Annoyance hits 9 or higher, you are kicked out and take a substantial reputation penalty with the person trying to hire you. This number is a float, so you can draw fractional numbers like 4.5. Every time you haggle, you gain a random amount of Annoyance between 3 and 6.

When you start negotiating, there is a hidden variable called Annoyance that determines how things will go. You'll need the modkit to decompile the cnuts in nuts in order to read anything. Information about negotiation can be mined from scripts\config\contracts.nut and scripts\contracts\templates\negotiation_templates.nut. To my knowledge, no one has ever seriously explored the topic. I was doing experiments to figure out if the new Negotiator follower is any good, but quickly realized that I needed to know how normal negotiation works.
