![]() The Base Price of land is calculated according to the map baselines:īaseprice = size x price_per_hectar x field_factor ![]() This value can also be changed in the dynamicFieldPrices.xml in your savegame or via the game settings menu. > The factor is 1.1 for buying and 0.9 for selling. To stop you from field flipping, a 10% extra is added when buying and substracted when selling a field. In the xml the value per NPC is mapped to 0.1. It is randomly initiated once and will change daily by a small random amount. Economic situationĮach economic situation factor is a number between 0.6 and 1.6 for each NPC. Min and Max can be changed per save in the dynamicFieldPrices.xml file in your savegame or via the game settings menu. It will never change, unless the NPCs are reset. The greediness factor is a number between 0.8 and 1.2 for each NPC. You can also delete single entries here to only regenerate those NPCs. To completely regenerate the NPCs, you can also open dynamicFieldPrices.xml in your savegame and delete all entries. There is a game settings options to regenerate all npcs at midnight. Since the game never changes the connection between field and NPC, you will always buy/sell a certain field from/to the same person. These factors are different for each savegame but stored inbetween sessions. This mod gives each of them a permanent greediness factor and a changing factor for their economic situation. Some NPCs are more greedy than others and their economic situation changes over time influencing the prices as well.Īn extra 10% is added when buying or selling a field. It might make sense to look out for good deals instead of always buying the closest land.
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