I ended up modifying the price on everything I could find. So satellites normally would be $100, and they are now $100,000. All facilities, maintenance, and items that I could find have been increased by x1000. The only thing I couldn't find was specific council mission rewards, however I might try the multiplier idea. Reduce all sources of income (minus the grey market) to normal, and put the multiplier to 1000. That should fix all mission rewards, and essentially make everything look cosmetically better for me. While playtesting what I had done, the only issue that came up was with engineers reducing the cost of building items. A medikit for example, costs $25 normally with 5 engineers. With 9 engineers it would cost I think $21. With everything x1000, it was $25,000 with 5 engineers and around $21,254 with 9 engineers. So you do end up paying a little bit more (the extra $254), but it isn't something that bothers me that much. It would be the equivalent of a few credits/dollars normally over the course of an entire game. Probably around $10. Still, I looked through rcdata 1020/1033 for awhile last night and couldn't find where council missions grab their rewards from. Maybe it is under some strange variable name? Here is the section that has the most promise for what I am trying to do. ; Strategy Game Constants ABDUCTION_REWARD_CASH=200000 (I changed this, normally 200) ABDUCTION_REWARD_SCI=4 ABDUCTION_REWARD_ENG=4 COUNCIL_DAY=20 (Not sure what this does. Maybe how long it takes to complete a council mission? That would be a long time for General Van-whatever to be on a bridge with aliens.) COUNCIL_RAND_DAYS=7 (Not sure what this does either.) COUNCIL_FUNDING_MULTIPLIER_EASY = 1.5f COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1 COUNCIL_FUNDING_MULTIPLIER_HARD = 1 (I could just modify these values. I'll play around with it after work) COUNCIL_FUNDING_MULTIPLIER_CLASSIC= 1