City of Gangsters

City of Gangsters

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Cost Curve Way Too High for New Buildings
I only have three operational buildings and I'm supposed to pay 10,000 for my next one, basically 110% of my current money. I feel like the front cost curve is fair but it's so steep when it comes to buying buildings, I keep taking territory but can't expand my production.
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Showing 1-15 of 35 comments
Rager Aug 12, 2021 @ 1:47pm 
Are you setting up protection rackets on basicaly all shops, with 3 buildings producing booze and enough protection rackets you should be getting enough money to pay for the building.
LuckyShot Aug 12, 2021 @ 2:21pm 
It's scaling is off. Meaning if he doesn't buy it now with whatever the cost is, chances are when he checks back in 5 turns it will be a higher requirement.

I'd have to guess it's a percentage of your total goods and currency. I passed on a build site at around 10k and went back to buy it several turns later and that same building spot had increased to 13k.

I'd be curious as to what that formula is.
Wilberforce Aug 12, 2021 @ 2:23pm 
I would not say way to steep curve... but might need a little tweek. I know its just game mechanics... but to my best knowledge house and property pricing was based location and condition in the 1920's like it is today.... Not based on how many you allready owend. :robosmile:
SomaSim  [developer] Aug 12, 2021 @ 2:40pm 
The fiction is that you're "taking over" a business that someone will be running, and they'll ask you for more if they see you have more. :)

It basically tries to scale with the size of your empire. But we'll keep an eye on whether that's too steep right now.
Wilberforce Aug 12, 2021 @ 2:43pm 
Fair enough.. thx :steamthumbsup:
KG79 Aug 12, 2021 @ 3:08pm 
Originally posted by Wilberforce:
I would not say way to steep curve... but might need a little tweek. I know its just game mechanics... but to my best knowledge house and property pricing was based location and condition in the 1920's like it is today.... Not based on how many you allready owend. :robosmile:

I had the same in mind. Unfortunetly the area has no impact on anything. Especcially for selling locations and speakeasies more dense residential areas should have a positive impact on sales and also on real estate price. It maybe would force you to produce in more cheap, dirty areas and transport the stuff into downtown, where you could sell much just at few places, while it would be difficult in the suberbs. You would pay the price for the building and then some fee depending on how big you are and how risky the place might be. but I think the real estate price still should be the bigger amount. Instead of paying the fee it could also sometimes be a big favor or maybe some one wants a cut of the revenue for some time.
Kimco Aug 12, 2021 @ 3:38pm 
What sucks is you have to roll the dice to find out what it produces. It would be better if you knew what the production was before you bought the building.
Originally posted by SomaSim:
The fiction is that you're "taking over" a business that someone will be running, and they'll ask you for more if they see you have more. :)

It basically tries to scale with the size of your empire. But we'll keep an eye on whether that's too steep right now.
I understand the scaling logic it just feels a little too steep, especially with all these cops and rival outfits I need to keep paying off
LuckyShot Aug 12, 2021 @ 5:45pm 
While we're at it. Please consider adding some way to move dollars by the thousands. It will make it easier to deal with moving 30k to buy a building.
SomaSim  [developer] Aug 12, 2021 @ 8:43pm 
Originally posted by LuckyShot:
While we're at it. Please consider adding some way to move dollars by the thousands. It will make it easier to deal with moving 30k to buy a building.

ctrl + shift + click!
Just added this to the mouseovers in today's build. :)
LuckyShot Aug 12, 2021 @ 8:45pm 
Awesome, thanks!
Wilberforce Aug 12, 2021 @ 9:19pm 
Ohh.. i love that add :steamhappy:
Alun1 Aug 12, 2021 @ 11:41pm 
it is possible to be given new buildings as rewards for missions, while this is not a reliable way to get them it does get around the cost element.
korac Aug 13, 2021 @ 12:19am 
Originally posted by Wilberforce:
Ohh.. i love that add :steamhappy:

It's been in a while - I discovered it by accident (fumble fingers me... comes in handy at times :D ) - so it looks like the devs have now added it to the mouseover info for clarity.

Back on topic, the cost of each new building does seem to be rising a little too high, a little too fast. The principle is sound (it should, after all, be a major investment) but at the rate it's spiralling I'm wondering if it will too soon reach a point where the potential return on starting a new line of unrefined booze means it would take many, many months (maybe even a year or two, at the rate it's rising) for that particular operation to even show an actual profit. That would of course be extremely unrealistic, given the basic nature of our business, so the impression this may give (and the potential feeling of pointlessness it may reach) is what worries me in particular, looking ahead.

The ideal solution would of course be other ways of draining excess money, so that actual business expansion need not be quite so financially prohibitive / unrealistically challenging, but I appreciate that this will take time (and probably a significant DLC) to balance better.
Imzai Aug 13, 2021 @ 12:21am 
That's why you take Nice Building you got there perk at the start because that trait saves you WAYYYY more money than any other perk.
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Date Posted: Aug 12, 2021 @ 1:27pm
Posts: 35