City Tile Purchase Cost?

BTW, I did find

MODIFIER_PLAYER_CITIES_ADJUST_PLOT_PURCHASE_COST

Attached to the EXPROPRIATION_PLOTPURCHASECOST

in the modifiers table, but I see no way to modify it. I am thinking hte only way would be to adjust everything overall, something like the cost in the gamespeed tables.
 
Haven't seen specific plot purchase cost value in xml (aside from the modifier),

There might be a "cheaty" way if you intended to just make plot costs cheaper for you. there is a line (about 181) in plotinfo.lua:
local goldCost = cityGold:GetPlotPurchaseCost( index );
you may be able to change it to
local goldCost = (whatever number you want)

Edit: of course I say that, then go see this:

<Row Name="PLOT_BUY_BASE_COST" Value="50" />

in globalparemeters.xml

There are also these:
<Row Name="CULTURE_COST_FIRST_PLOT" Value="10" />

<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="1.3" />

<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="6" />
 
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In GlobalParameters, there's PLOT_BUY_BASE_COST which is set to 50. How the actual buy cost is derived from that I do not know, but lowering the base cost should lower the total cost too.

Changing anything in the .lua file can only change what you see, not what it will actually cost when you buy the tile. The actual buy command isn't executed in any lua file, lua is only visuals, it's happening inside the executable/dll. The request comes from PlotInfo.lua, line 83 (RequestCommand)
Code:
    if pSelectedCity ~= nil then
        if (CityManager.CanStartCommand( pSelectedCity, CityCommandTypes.PURCHASE, tParameters)) then
            CityManager.RequestCommand( pSelectedCity, CityCommandTypes.PURCHASE, tParameters);       
            UI.PlaySound("Purchase_Tile");   
        end
 
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