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:
pricerentupgradeCostdistrict
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.