I wouldn't base building costs on another game, I'd look at the current buildings we have that 'trade' one thing for another and try to balance it against them. For example: How much
is a
or
worth? Obviously in the early game not much, maybe 1
for both. The later game gold gets cheaper as you get +%
buildings like grocers, banks, etc. and you have more
and
buildings like airports and garrisons.
I would divide buildings into two categories:
Production buildings either extract/produce a raw resource (like a Cow Farm), or refine it into something usable (like a Dairy). They should produce
from the sale of their goods, and maybe generate a little
/
/
/ etc. from increasing the local availability of them.
Service buildings make people's lives better, but require supplies and labor and don't return much, if any, profit. So these would cost
, but provide
and
,
, free XP for units, added city defense, etc. Free market civics would make these buildings less costly but less effective, socialist civics would make them more costly and more effective.
And the relative values would change as time goes on and people demand more
for less, which means you have to spend more
supplying it.