First, I love your mod, even more since you can ask people for the specials, GREAT feature!!! :thumbsup:. Of course I'll try my best to support EE.
That's good

Our prefix is ANQRimmen..., as we started as an extension to Ilianas famous Elsweyr
Ane
quina mod (and she's done another update, hurray :celebration: :celebration: :celebration: ). And all cells, even "wilderness" exterior types are named accordingly. Or should be, unless I forgot to

. Hopefully your script is not case sensitive, as it's either ANQRimmen or ANQrimmen

. Still working on this ...
That sounds good. The script uses sv_Find to look up the data, and that one is by default case insensitive. Using the same for wilderness cells mean that any merchant found there will use Rimmen's prices and price dialogue, which I guess is find. Similar, any Tamriel Traveler merchant will use the local city's prices if close to a vanilla city since the closest exterior cells are named after the city

My own thoughts for the prices:
...
That sounds good, but even better (for me) is if you could take your time to fill in the exact price info. I have worked a bit on EE 5.1 today, and it will have a new ini file named "Enhanced Economy - Location Prices.ini". Below is how it looks (for one city). As you see, the price lines have a structure shown by indentation. What this means is that if you leave out a line, the price for that item type will be inherited from its parent type. E.g. if you leave out the "p_Arrow" line, all arrows will use the "p_Weapon" modifier, and if you leave out "p_Weapon" too, the arrows will use the "p_All" modifier. So you only need lines for items that use a different price than their parent type. So setting p_All to 0.9, and nothing more, will make all items be worth 90% of standard in the city.
High prices for things Khajiit like: blades, bows, light armor. Tsaesci would prefer the same, and the humans in Rimmen are still influenced by Tsasci traditions.
Also high: UC cloth, lockpick, gems and jewelry.
This should transfer to something like (you'll probably want to not use 1.2 for all):
set tnoEEP.p_All to 1.0set tnoEEP.p_LiShield to 1.2set tnoEEP.p_LiArmor to 1.2set tnoEEP.p_Blade to 1.2set tnoEEP.p_Bow to 1.2set tnoEEP.p_Jewelry to 1.2set tnoEEP.p_ClothesUp to 1.2set tnoEEP.p_LockPick to 1.2set tnoEEP.p_Gems to 1.2
...and then similar for the item types with lower prices as well. Setting a modifier to 0 means that the merchants there will never sell the item, and will only accept it as a gift.
The types should hopefully be self-explainable.
If possible: Khajiit like sweets of any kind, moon sugar and skooma would get high prices in Rimmen too. Not sure if your scripts allow fine tuning of that kind ...
No, it doesn't. You see all the type categories below.
For price dialogue (if you want that), you need 5 lines for high prices (the first may be more of an intro), and 4 lines for low prices. If you want examples, look up EE's EElocalEconomySpecialTopics script. As an example, here is the dialogue for Anvil:
Spoiler let h1 := "The prices here in Anvil is above average, though we cannot compete with the Imperial City or Skingrad."let h2 := "You will find that gems, jewelry and clothes, especially fine clothes, are priced higher than anywhere else."let h3 := "But more than anything, you can really get a high price for pelts, which we export to the rest of Tamriel."let h4 := "With the large fighter's guild here in Anvil, armor and non-ranged weapons are valued highly too."let h5 := "And don't forget that with all the thirsty sailors, prices for drinks tend to be high."let l1 := "Don't come to Anvil if you plan to sell anything related to magic. We rather rely on a good fighter's skill."let l2 := "And with all the nearby Ayelid ruins, we have more than enough Ayleid junk already."let l3 := "Food and other ingredients are cheap, and I guess the same can be said for lockpicks and arrows."let l4 := "Also, books and miscellaneous clutter are better sold elsewhere."
Anyway, here's the example ini file. I would really appreciate if you took the time to fill in the data, and then I can add it to the default ini file for EE 5.1
Spoiler ; Enhanced Economy - Location Prices.ini; =====================;; Version: 5.1; Author: Ole Boe / TheNiceOne; ; Defines Local price variations for mod-added citiesset tnoEEP.p_All to 1.0 set tnoEEP.p_Armor to 1.0 set tnoEEP.p_LiShield to 1.0 set tnoEEP.p_LiArmor to 1.0 set tnoEEP.p_HeShield to 1.0 set tnoEEP.p_HeArmor to 1.0 set tnoEEP.p_RprHammer to 1.0 set tnoEEP.p_Weapon to 1.0 set tnoEEP.p_Blade to 1.0 set tnoEEP.p_Blunt to 1.0 set tnoEEP.p_Bow to 1.0 set tnoEEP.p_Arrow to 1.0 set tnoEEP.p_Magic to 1.0 set tnoEEP.p_Staff to 1.0 set tnoEEP.p_Scroll to 1.0 set tnoEEP.p_SoulGem to 1.0 set tnoEEP.p_Ayleid to 1.0 set tnoEEP.p_Furniture to 1.0 set tnoEEP.p_Book to 1.0 set tnoEEP.p_Ingredient to 1.0 set tnoEEP.p_Food to 1.0 set tnoEEP.p_Drink to 1.0 set tnoEEP.p_Potion to 1.0 set tnoEEP.p_Apparatus to 1.0 set tnoEEP.p_Jewelry to 1.0 set tnoEEP.p_Clothes to 1.0 set tnoEEP.p_ClothesLo to 1.0 set tnoEEP.p_ClothesMi to 1.0 set tnoEEP.p_ClothesUp to 1.0 set tnoEEP.p_Misc to 1.0 set tnoEEP.p_LockPick to 1.0 set tnoEEP.p_Gems to 1.0 set tnoEEP.p_Cloth to 1.0 set tnoEEP.p_MiscLower to 1.0 set tnoEEP.p_MiscMiddle to 1.0 set tnoEEP.p_MiscUpper to 1.0 set tnoEEP.p_Pelt to 1.0set tnoEEP.p_cellPrefix to sv_Construct "ANQRimmen"set tnoEEP.p_hdl1 to sv_Construct "High Prices topic line 1"set tnoEEP.p_hdl2 to sv_Construct "High Prices topic line 2"set tnoEEP.p_hdl3 to sv_Construct "High Prices topic line 3"set tnoEEP.p_hdl4 to sv_Construct "High Prices topic line 4"set tnoEEP.p_hdl5 to sv_Construct "High Prices topic line 5"set tnoEEP.p_ldl1 to sv_Construct "Low Prices topic line 1"set tnoEEP.p_ldl2 to sv_Construct "Low Prices topic line 2"set tnoEEP.p_ldl3 to sv_Construct "Low Prices topic line 3"set tnoEEP.p_ldl4 to sv_Construct "Low Prices topic line 4"SetStage tnoEEP 10