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Properties And Economy

Player Economy

Players gain and spend gold through:

  • passing start
  • buying properties
  • paying rent
  • paying tax
  • card effects

Property Rules

  • property price is paid once on purchase
  • rent is charged to other players landing on the tile
  • district completion unlocks upgrades
  • upgrades increase rent

Where To Edit Prices

Property economy is data-driven per tile.

Open the relevant tile object and edit:

  • price
  • rent
  • upgradeCost
  • district

These fields live on the Tile component.

Rent Logic

Rent is calculated in Tile.GetRent() and depends on:

  • base rent
  • district completion bonus
  • upgrade level

Current behavior:

  • complete district doubles rent
  • upgrades multiply rent further

Changing Upgrade Rules

Upgrade validation is handled in:

  • Tile.CanUpgrade()
  • TurnManagerCore.RequestUpgradeProperty()
  • TurnManagerCore.ApplyUpgradeProperty()

If you want a different economy model, these are the main places to edit.

Start Reward

Passing the start tile currently awards gold through pawn movement logic.

That behavior is handled in:

  • Assets/PixitGames/PixitMultiplayerOligopoly/Scripts/Pawn.cs

If you want to change the pass-start reward amount, update the logic there.