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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.
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 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.
ctrl + shift + click!
Just added this to the mouseovers in today's build. :)
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.