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Dynamic Field Prices v1.0 fs25-mods

BigFood2307

90.86 KB

Dynamic Field Prices v1.0
Dynamic Field Prices v1.0
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Description:

Enhances the interest of field prices by adding strategic considerations. Instead of always purchasing the nearest land, it might be smarter to look out for good deals. Some NPCs are greedier than others, and their economic situation fluctuates over time, affecting prices. An extra 10% is added when buying or selling a field to discourage quick flips. Prices update once daily. Price Calculation NPCs
Each field is assigned to a specific NPC. This mod assigns each NPC a permanent greediness factor and a dynamic economic situation factor, which vary per savegame and are stored between sessions. Since the game maintains a fixed connection between fields and NPCs, you will always buy or sell a particular field from the same person. You can regenerate all NPCs at midnight via game settings, or manually delete entries in dynamicFieldPrices.xml within your savegame to reset specific NPCs. Greediness
The greediness factor ranges from 0.8 to 1.2 for each NPC. It remains constant unless NPCs are reset. You can adjust min and max values in your savegame’s dynamicFieldPrices.xml or through the game settings. In XML, the value is mapped from 0 to 1. Economic Situation
Each NPC’s economic situation factor ranges from 0.6 to 1.6. It is initialized randomly once and changes daily by a small random amount. These bounds can be modified in your savegame’s XML or via game settings. The XML value is also mapped from 0 to 1. Buy/Sell Discouragement
To prevent rapid field flipping, an additional 10% is added when buying and subtracted when selling. The factor is 1.1 for purchases and 0.9 for sales. This can be customized in your savegame’s XML or through game settings. Price Formula:
The base price of land is calculated based on map parameters: baseprice = size x price_per_hectar x field_factor. This matches the base game’s pricing. The final price is then adjusted: actual_price = baseprice x greediness x economic x discouragement Difficulty
On average, fields are now about 21% more expensive to buy with default settings. However, some fields may still be available at nearly half the original price due to randomness. Compatibility
Not compatible with FS25_BetterContracts at the moment, as both modify the same interface and coordination is complex. Future updates may address this. Future Ideas
Making fields more expensive when they are ready to harvest. Not Planned
Altering greediness based on contract fulfillment or cancellation, as Better Contracts already handles this effectively.

Comments:


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  • BillyBob87

    10 Jan 2026

    This provides an interesting twist to field transactions. I appreciate the cost variations; it definitely makes the land purchasing more strategic.

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  • YouTubeFan710

    09 Jan 2026

    This modification sounds really interesting and adds a strategic layer to land purchases! Finally, smart planning comes into play rather than selecting fields based solely on proximity. Excited to see how it affects game economics!

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