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Releases: HLLMR/FS25_RealisticMarketDemand

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v1.0.0

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@github-actions github-actions released this 03 Aug 01:39

First release. Single-player only; multiplayer is not supported in this version.
PC only. Passes the GIANTS TestRunner (0.9.19).

Added

  • Demand-based selling prices. Demand is tracked per selling station and fill
    type; the effective price falls continuously toward a floor as you sell more of
    one crop at one station within an in-game month (no hard sell cap). Prices
    recover when a new month begins. Implemented by overwriting
    SellingStation:getEffectiveFillTypePrice (price) and SellingStation:sellFillType
    (records consumed liters, server-authoritative).
  • "Saturated market" penalty line in the income HUD, next to Harvest Income,
    showing the money lost to saturation. Uses a custom MoneyType.register
    category plus display-only g_currentMission:addMoneyChange, so the balance
    (already reduced by the price hook) is not double-charged. Accumulated per farm
    across an unload and shown as one line.
  • Difficulty scaling tied to the savegame's economic difficulty (read from
    missionInfo.economicDifficulty, adjusts live if changed in-game):
    Easy 0.60 floor / 300k L, Normal 0.50 / 150k L, Hard 0.40 / 75k L.
  • Per-savegame persistence of demand state (XML in the savegame folder),
    restored on load.
  • Procedural mod icon (512�512 BC1) via tools/gen_icon.py.
  • English + German descriptions and the "Saturated market" label.
  • Standalone unit tests for the pure demand math (tests/DemandModel.test.lua).

Notes

  • Layers on top of the base game's dynamic pricing rather than replacing it.
  • Single-player only; multiplayer is not supported in this version (planned for
    a later version).
  • General economy rebalancing (e.g. a wholesale/retail spread) is intentionally
    out of scope � left to dedicated economy mods for compatibility.