They're largely hardcoded, but that particular change should be doable; simply tick the Marketplace as 'Commercial' in the Wonders and Improvements screen.
My understanding is that the commercial trait lowers corruption and gives extra commerce in the city square. I think that the point of the marketplace being flagged as commercial means that it will be free of maintainance costs if Smith's Trading Company is built.
Actually, I think you're both wrong. I think that flagging a building "commercial" makes that building cost half as much as it should, for a commercial civ.
Just as a temple cost 30, instead of 60, for a religious civ.
Originally posted by mrtn Actually, I think you're both wrong. I think that flagging a building "commercial" makes that building cost half as much as it should, for a commercial civ.
Just as a temple cost 30, instead of 60, for a religious civ.
I don't think that works: walls are labelled as "Militaristic" (at least in the PTW editor) and militaristic civs don't get cheaper walls. Just like meltone said, marketplaces are already marked as commercial.
On the otherhand, I think that what meltone says does contradict you. I just made a very quick mod, giving the Romans (a commercial civ) and the Egyptians (a non-commercial civ) currency. I started a game with each, changed my only citizen to an entertainer, and each needed the same amount of turns to complete a marketplace:
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