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New feature: Field price adjust up with crop and work done #5

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Tyrkkl opened this issue May 18, 2022 · 0 comments
Open

New feature: Field price adjust up with crop and work done #5

Tyrkkl opened this issue May 18, 2022 · 0 comments

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@Tyrkkl
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Tyrkkl commented May 18, 2022

Great work implementing the mod, really appreciate the fine tuning to deconflict the HUD info with basegame and other mods.

Perhaps similar to / combined with the existing future idea for harvestable crop, apply an increase to field price for work done and discount for poor conditions. So:

seeded and for each stage of growth +1% (so is that 5 stages of growth?)
plowed, cultivated, fertilised, 2nd fertilized +1% each
weeds -1/-2/-3% by state
stones -1/-2/-3% by state
needs lime -1%
needs rolling -1%
withered -1%

The above could generate up to -8% and +10%, so overall between 0.92 and 1.10. Which seems consistent with your greediness and economic factors.

Not sure if an additional baseline factor is necessary depending on crop type, but I feel this is already accounted for in the basegame crop price fluctuations and yield.

With PF, perhaps you could simply apply the yield predictor. But that is up to 125%, so maybe half the yield modifier would work as a simpler factor. This might work well to set a fairer market price in MP, although would require selling back to the NPC before another player could buy it. At the least it would provide the open market valuation to a player before setting their own price for selling to another player.

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