Why increase cost % in CEC start

gdwitt

Prince
Joined
Sep 27, 2010
Messages
359
Location
Austin, TX
What is the purpose of this in CEC Start:
UPDATE Buildings
SET Cost = ROUND((Cost * 1.8) / 10, 0) * 10
WHERE Cost > 0 AND NOT BuildingClass IN (
SELECT Type FROM BuildingClasses
WHERE (
MaxGlobalInstances = 1
OR MaxTeamInstances = 1
OR MaxPlayerInstances = 1
It appears to make buildings more expensive to construct.
If so, then why then do we make them 50% less expensive in handicaps?

Or does this just refer to maintenance costs?


If this is for the humans player, why not just put it in handicaps as construct %?
 
I thought we were going to decrease the cost of the almost useless wonders.
See cec end
Why did we decide on this:
UPDATE Buildings SET Cost = 150 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX < 1);
UPDATE Buildings SET Cost = 180 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 1);
UPDATE Buildings SET Cost = 210 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 2);
UPDATE Buildings SET Cost = 240 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 3);
UPDATE Buildings SET Cost = 290 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 4);
UPDATE Buildings SET Cost = 350 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 5);
UPDATE Buildings SET Cost = 430 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 6);
UPDATE Buildings SET Cost = 520 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 7);
UPDATE Buildings SET Cost = 620 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 8);
UPDATE Buildings SET Cost = 750 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 9);
UPDATE Buildings SET Cost = 900 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 10);
UPDATE Buildings SET Cost = 1070 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 11);
UPDATE Buildings SET Cost = 1270 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 12);
UPDATE Buildings SET Cost = 1270 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 13);
UPDATE Buildings SET Cost = 1270 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX = 14);
UPDATE Buildings SET Cost = 1270 WHERE BuildingClass IN (SELECT BuildingClass FROM GEM_WonderTechs WHERE GridX > 14);

DROP TABLE GEM_WonderTechs;
 
It takes about the same number of turns to build things in CEP as in the unmodded game. Turns = cost / income, and both costs and income are higher.

BuildingCostPercent in the Handicaps table lowers the cost of buildings on the low difficulty levels (settler and chieftain).

All wonders will be useful after we re-activate the wonder balance changes from before BNW.
 
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