Dynamic Field Prices v 1.0
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increases the intrigue of field pricing. Instead of constantly purchasing the nearest property, it would be wise to search for excellent offers. Some NPCs are more avaricious than others, and as their financial circumstances vary over time, so do the pricing. When purchasing or selling a field, an additional 10% is applied. Field flipping will be severely limited as a result. Every day, prices are updated.
Calculating prices
NPCs
Each field is assigned to a single NPC in the game. Each of them has a constant greed factor and a variable component for their financial circumstances thanks to this mod. These variables are kept across sessions but vary for every savegame. You will always purchase or sell a given field from or to the same individual since the game never changes the relationship between field and NPC. The option to regenerate all NPCs at midnight is available in the game's settings. You may also open dynamicFieldPrices.xml in your savegame and remove every entry to fully rebuild the NPCs.
To just renew those NPCs, you may also remove individual entries here.
Greed
Each NPC has a greediness factor that ranges from 0.8 to 1.2. Unless the NPCs are reset, nothing will ever change. The dynamicFieldPrices.xml file in your savegame or the game options menu allow you to modify Min and Max per save. Economic scenario The value per NPC is assigned to 0..1 in the xml.
For every NPC, the economic situation factor is a value between 0.6 and 1.6. It is started at random once and changes by a little, random amount every day. The dynamicFieldPrices.xml file in your savegame or the game options menu allow you to modify Min and Max per save. The value per NPC is linked to 0..1 in the xml. Discouragement to buy or sell
A 10% additional fee is paid when purchasing a field and subtracted when selling one in order to prevent field flipping. The purchasing factor is 1.1, while the selling factor is 0.9.
You may also modify this number via the game's options menu or in the dynamicFieldPrices.xml file in your savegame.
The Price Formula:
The map baselines are used to determine the basic price of land: Size x price_per_hectar x field_factor = baseprice
The pricing will be the same as in the original game.
After then, it is changed:
Base price times economic x greediness x discouragement equals actual_price.
Challenge
Fields are now 21% more costly to purchase on average (with default settings). But if you're lucky, you could also locate some fields for almost half the original cost.
Compatibility
Not compatible with FS25_BetterContracts at this time. It is challenging to cooperate when both attempt to change the same window. I'll attempt to repair it later.
Potential concepts for the future
Increasing the cost of a field when it is ripe for harvest
Not taking action
Changing greed via contract fulfillment or cancellation (or adding an additional cause for it). Better Contracts has already done a good job at implementing this.
Thanks to BigFood2307
Calculating prices
NPCs
Each field is assigned to a single NPC in the game. Each of them has a constant greed factor and a variable component for their financial circumstances thanks to this mod. These variables are kept across sessions but vary for every savegame. You will always purchase or sell a given field from or to the same individual since the game never changes the relationship between field and NPC. The option to regenerate all NPCs at midnight is available in the game's settings. You may also open dynamicFieldPrices.xml in your savegame and remove every entry to fully rebuild the NPCs.
To just renew those NPCs, you may also remove individual entries here.
Greed
Each NPC has a greediness factor that ranges from 0.8 to 1.2. Unless the NPCs are reset, nothing will ever change. The dynamicFieldPrices.xml file in your savegame or the game options menu allow you to modify Min and Max per save. Economic scenario The value per NPC is assigned to 0..1 in the xml.
For every NPC, the economic situation factor is a value between 0.6 and 1.6. It is started at random once and changes by a little, random amount every day. The dynamicFieldPrices.xml file in your savegame or the game options menu allow you to modify Min and Max per save. The value per NPC is linked to 0..1 in the xml. Discouragement to buy or sell
A 10% additional fee is paid when purchasing a field and subtracted when selling one in order to prevent field flipping. The purchasing factor is 1.1, while the selling factor is 0.9.
You may also modify this number via the game's options menu or in the dynamicFieldPrices.xml file in your savegame.
The Price Formula:
The map baselines are used to determine the basic price of land: Size x price_per_hectar x field_factor = baseprice
The pricing will be the same as in the original game.
After then, it is changed:
Base price times economic x greediness x discouragement equals actual_price.
Challenge
Fields are now 21% more costly to purchase on average (with default settings). But if you're lucky, you could also locate some fields for almost half the original cost.
Compatibility
Not compatible with FS25_BetterContracts at this time. It is challenging to cooperate when both attempt to change the same window. I'll attempt to repair it later.
Potential concepts for the future
Increasing the cost of a field when it is ripe for harvest
Not taking action
Changing greed via contract fulfillment or cancellation (or adding an additional cause for it). Better Contracts has already done a good job at implementing this.
Thanks to BigFood2307
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Версия: v 1.0Обновленный: 1 день назад
Общий размер: 90.86 KB FS25_DynamicFieldPrices_fs25planet.zip direct скачать · 90.86 KB · добавлено 1 день назад
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