LS22 Dynamic Field Prices V1.0.0.2
LS22 Dynamic Field Prices V1.0.0.2
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.
v1.0.0.1:
Moved display in map view to make it compatible with Additional field info.
Uses i18n for display
v1.0.0.2:
Adjusted mod description
New icon
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.
To completely regenerate the NPCs, open dynamicFieldPrices.xml in your savegame and delete all entries.
You can also delete single entries here to only regenerate those NPCs.
It is best to do this while in the main menu to avoid steam cloud overwrites etc.
Greediness
The greediness factor is a number between 0.8 and 1.2 for each NPC. It will never change, unless the dynamicFieldPrices.xml file in the samvegame is deleted.
Min and Max can be changed per save in the dynamicFieldPrices.xml file in your savegame
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
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.
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. However with some luck you can also find certain fields at almost half the original price.