Dynamic Field Prices v1.0


Dynamic Field Prices v1.0


Makes Field prices more interesting. It might make sense to look out for good deals instead of always buying the closest land. Some NPCs are more greedy than others and their economic situation changes over time influencing the prices as well. An extra 10% is added when buying or selling a field. This will strongly limit field flipping. Prices change once per day.

Price calculation

NPCs
The game gives each field to one NPC. This mod gives each of them a permanent greediness factor and a changing factor for their economic situation. These factors are different for each savegame but stored inbetween sessions. Since the game never changes the connection between field and NPC, you will always buy/sell a certain field from/to the same person. There is a game settings options to regenerate all npcs at midnight. To completely regenerate the NPCs, you can also open dynamicFieldPrices.xml in your savegame and delete all entries.
You can also delete single entries here to only regenerate those NPCs.

Greediness
The greediness factor is a number between 0.8 and 1.2 for each NPC. It will never change, unless the NPCs are reset. Min and Max can be changed per save in the dynamicFieldPrices.xml file in your savegame or via the game settings menu. In the xml the value per NPC is mapped to 0..1.

Economic situation
Each economic situation factor is a number between 0.6 and 1.6 for each NPC. It is randomly initiated once and will change daily by a small random amount. Min and Max can be changed per save in the dynamicFieldPrices.xml file in your savegame or via the game settings menu. In the xml the value per NPC is mapped to 0..1.

Buy/Sell discouragement
To stop you from field flipping, a 10% extra is added when buying and substracted when selling a field.
-> The factor is 1.1 for buying and 0.9 for selling.
This value can also be changed in the dynamicFieldPrices.xml in your savegame or via the game settings menu.

Formula for the Price:
The Base Price of land is calculated according to the map baselines: baseprice = size x price_per_hectar x field_factor
This will produce the same price as in the base game.
It is then altered:
actual_price = baseprice x greediness x economic x discouragement

Difficulty
On average fields are now 21% more expensive to buy (with default settings). However with some luck you can also find certain fields at almost half the original price.

Compatibility
Not currently compatible with FS25_BetterContracts. Both try to adjust the same, window and it is hard to coordinate. Will try to fix in the future.

Possible future ideas
Making a field more expensive, if it is ready to harvest

Not doing
Changing greediness by fulfilling/canceling contracts (or adding a extra factor for it). This is already implemented well enough by Better Contracts.


Author: BigFood2307


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