cool, this is just the mod I need for my next save :] so, is the farm's profit margin already taken into account when this mod adds its bonus? like, say I want to make a save where out-of-season goods sell for 50%, and in-season goods are full price. I set the profit margin on the new save to 50%. To cancel it out, do I set the seasonal bonus to 50%, or 100%?
Regarding your question about the farm's profit margin: the seasonal bonus is a price modifier that gets applied first to the sale price. After all price modifiers have been accounted for, the profit margin is then applied.
For example, let's say you have an apple that sells for 100g. If there's a 100% bonus modifier, it adds 100g to the price, making the apple worth 200g. Then, if your profit margin is set to 50%, you receive 50% of that value, so the apple would end up being worth 100g (since 50% of 200g is 100g).
So, set your profit margin to 50% for your save and set the seasonal bonus to 100% if you want out-of-season goods to sell for 50% of their price and in-season goods to sell at full price. It can happen that the error margin is 1g, because of the way the price is calculated.
Usually in real life, goods that are out of season are more expensive. That's because since it doesn't grow locally, it comes from other countries/parts of the world, and thus have more a expensive transportation cost. Here in the game, sure you don't ship your goods to the whole of the Ferngill republic via supertankers, but emulating this increase in price for out of season goods makes sense to me. If you want strawberries in autumn, you gotta pay for it.
No, the modifier must be at least 1.0, so 0%. I don't want to penalize anyone with reduced prices; the mod is simply intended to reward players for selling products in their corresponding season.
I don't like the idea of increasing the selling prices of seasonal goods for three seasons. I prefer the increased time pressure of one season to sell the goods promptly. Besides, I don't think anyone would be excited about strawberries in winter that are from last spring. Nobody would pay much for those.
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so, is the farm's profit margin already taken into account when this mod adds its bonus?
like, say I want to make a save where out-of-season goods sell for 50%, and in-season goods are full price. I set the profit margin on the new save to 50%. To cancel it out, do I set the seasonal bonus to 50%, or 100%?
Regarding your question about the farm's profit margin: the seasonal bonus is a price modifier that gets applied first to the sale price. After all price modifiers have been accounted for, the profit margin is then applied.
For example, let's say you have an apple that sells for 100g. If there's a 100% bonus modifier, it adds 100g to the price, making the apple worth 200g. Then, if your profit margin is set to 50%, you receive 50% of that value, so the apple would end up being worth 100g (since 50% of 200g is 100g).
So, set your profit margin to 50% for your save and set the seasonal bonus to 100% if you want out-of-season goods to sell for 50% of their price and in-season goods to sell at full price. It can happen that the error margin is 1g, because of the way the price is calculated.
Usually in real life, goods that are out of season are more expensive. That's because since it doesn't grow locally, it comes from other countries/parts of the world, and thus have more a expensive transportation cost. Here in the game, sure you don't ship your goods to the whole of the Ferngill republic via supertankers, but emulating this increase in price for out of season goods makes sense to me. If you want strawberries in autumn, you gotta pay for it.
I don't like the idea of increasing the selling prices of seasonal goods for three seasons. I prefer the increased time pressure of one season to sell the goods promptly. Besides, I don't think anyone would be excited about strawberries in winter that are from last spring. Nobody would pay much for those.