From having looked through how the espionage mission XML is built up and used I think the case is that which I posted.
There's only one spot in the XML that uses iCityInsertCultureCostFactor (base price per tick) and iCityInsertCultureAmountFactor (tick size) and that is the ESPIONAGEMISSION_CITY_INSERT_CULTURE mission.
iCost is used for most missions to set a base cost to perform the mission.
Quite a few missions have their cost depending on other factors, like hammer cost for destroying buildings/projects/production, tech cost for stealing tech, civic cost factor for force civic switch, religion cost factor for force change of religion.
The two iCulture ones govern the cost for buying culture, and at what increments, while the rest of the entries have one mission that it is used for determining cost. iDestroyBuilding for destroying buildings, iDestroyUnit for assassination, iDestroyProduction to halt production, and so on, leading me to believe iCulture is only used for steal/buying culture and can not be applied on any other mission. At least not yet.
Cheers
There's only one spot in the XML that uses iCityInsertCultureCostFactor (base price per tick) and iCityInsertCultureAmountFactor (tick size) and that is the ESPIONAGEMISSION_CITY_INSERT_CULTURE mission.
iCost is used for most missions to set a base cost to perform the mission.
Quite a few missions have their cost depending on other factors, like hammer cost for destroying buildings/projects/production, tech cost for stealing tech, civic cost factor for force civic switch, religion cost factor for force change of religion.
The two iCulture ones govern the cost for buying culture, and at what increments, while the rest of the entries have one mission that it is used for determining cost. iDestroyBuilding for destroying buildings, iDestroyUnit for assassination, iDestroyProduction to halt production, and so on, leading me to believe iCulture is only used for steal/buying culture and can not be applied on any other mission. At least not yet.
Cheers