How to change district production cost scaling?

Leyrann

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Jan 11, 2015
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I've been trying to change the production cost scaling of districts, basically trying to keep early game costs similar but significantly reducing late game costs, however the parameter that I thought managed this doesn't have any effect.

The code that (to me) seems relevant is this (note: taken from the base game's files, Holy Site to be precise):
Code:
Cost="54" CostProgressionModel="COST_PROGRESSION_NUM_UNDER_AVG_PLUS_TECH" CostProgressionParam1="40"

My assumption was that "Cost" is the base production cost, which indeed seems to be correct (I'd have been rather surprised otherwise). Civilopedia notices the changes and I successfully changed production costs of some units and most buildings.
"CostProgressionModel", I'm assuming, refers to the manner in which production costs increase. I didn't touch this in my mod.

"CostProgressionParam1" is what I assumed changed how much production costs increase based on whatever the cost progression model is. In the case of Settlers, I changed this from 30 to 20, which seems to function just fine. I did not do the math, however I have noticed production costs that should not occur if the progression is 30 production for every next Settler, plus I have noticed that I'm able to build Settlers for lower prices than usually at the same point in the game.

However, with districts this didn't work. I am aware that the cost of districts scales of techs (can it also scale off of civics? Either way, not the focus), and I assumed that the degree with which this cost scales is defined by the 40 in above code. My logical conclusion was that if I changed it to 20, the base cost should remain the same, but the cost progression should become half as quick as it was before. However, I didn't notice any changes in my test games.

When I realized that production costs seemed to be more or less the same as they were for districts, I decided to do a special test, turning off all mods, and going into the base game's files to change 40 to 0 only for Holy Site (and saved, of course). I then picked a civilization (the Netherlands) with no bonuses to any district, and played until I had unlocked both the Holy Site and the Campus, at which point I found that they had an identical cost of 68 production. Not only no difference, but also higher than the base cost of 14, implying that they were scaling.

So, my question: if this doesn't adjust production cost scaling, what does? Is there something else out there somewhere that I should use, or does it work in combination with something else, have I overlooked a setting?

EDIT: Interestingly, it seems the adjustment is working for districts with costs based on game progression (which I changed from 1000 to 500).
 
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Update: I have figured out one thing at least. This bit of code does not affect the production cost changes for districts throughout the game. Rather, it affects the production cost discount for lesser-built districts. The game I'm currently playing has a 20% discount instead of a 40% discount.

Which leads me to believe that the scaling cost for districts is probably located somewhere else entirely as a general parameter. Thoughts on that?
 
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