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Dev Diary: Tile Upkeep Explained

Hi everyone. As we have seen a bunch of questions about how the Tile Upkeep added in patch 1.1.5f1, also known as Economy 2.0, works, we created this mini development diary. We hope this will answer some of your questions and give a better understanding of why we added the Tile Upkeep, and like always we welcome your constructive feedback and questions that might pop up after reading this.

So, let’s start with the basics. The Tile Upkeep is a new administrative land cost applied to land you own. It’s a fee that the city pays to the government for expanding its city limits inspired by the real-world property tax paid for unused land. The first 9 tiles already unlocked when you start a city do not have a cost. You are only charged a Tile Upkeep once you expand beyond those. The upkeep cost is a percentage value of the map tile purchasing cost and the percentage value increases on a curve from 5% to 25% as more map tiles are bought. This means early map tiles have a lower upkeep cost but as more map tiles are purchased, the upkeep per tile also increases affecting all purchased map tiles’ upkeep cost.

3-1 Curve.png

X axis is the number of map tiles purchased, Y axis is the % of map tile purchase cost used to calculate the map tile upkeep costs.

When we were designing the Economy 2.0 update, we felt that more management features should be taken into consideration when you build your cities. Based on the feedback from you all following the release and from the closed beta group during the development of Economy 2.0, we came to the conclusion that the game was not challenging enough, especially in the later part of the game. And with the lack of a proper challenge being successful didn’t have the impact we wanted it to have. Growing the city’s limits is a natural way to progress through the game, so implementing an upkeep cost to map tiles was a good way to pace the gameplay, especially in the latter half where the city size grows rapidly and the map tile expenses reflect that. Our goal with the Tile Upkeep cost is to bring you more meaningful choices as you expand the city so you don’t just have to consider where to expand to, but also whether your city can sustain such an expansion. All in all we feel it strengthens the game pacing and improves the gameplay experience.

Of course, this new cost affects your ability to reach the edge of the playable area and create new Outside Connections, so let’s talk briefly about the cheapest way to create them early on. If you haven’t already noticed, map tile costs are affected by what is available in them - buildable land, resources, etc - making tiles with a lot of water the cheapest. This makes buying ocean tiles the absolute cheapest way to go if your city needs that new Outside Connection as soon as possible. You can then create a bridge or pipeline to the edge of the playable area. Or you can use the terrain tools to create a more realistic landbridge and build a road on top of it, but keep in mind that more land inside the tile affects its upkeep cost.

3-2 Purchasing tiles.png

The UI has been updated to show not only the cost of new tiles but also the Tile Upkeep they come with.

If you’re continuing an existing save, you may have unlocked a lot of map tiles that now come with a high Tile Upkeep. You may be able to expand your city to build additional tax income to offset this cost, but if you have built villages or rural towns on the map using either Unlock All or a mod to unlock map tiles, that may just be too much to cover. In that case, we recommend enabling Unlock Map Tiles under Map Options the next time you load your save. While this does disable achievements, it also disables the Tile Upkeep so you can continue your city. This option is also great if you enjoy building small towns or villages and don’t want to skip the Milestone progression.

We have already seen some great feedback on the Tile Upkeep, both from those who like it and those who don’t. We will continue to follow discussions about the current state of the game, not only in regards to the Tile Upkeep, so we can further refine the gameplay and balance to provide the best possible experience for you while maintaining our goals for the game. We also have a survey where you can share your thoughts, currently available through the launcher.

Please keep in mind that iterating game features and balance takes time, so even when we agree with your feedback, we may not be able to address it for a while. Nevertheless, we greatly appreciate you taking the time to share your thoughts about the game and the changes we make. We look forward to reading it and continuing development in the fall. Thank you for being a part of this journey.
 
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I think this is a really great idea. But something should be done to address the outside connections maybe - it's a great addition to CS2, but now that tiles have an upkeep cost, it makes building those connections more difficult (powerlines, rail, ...). Of course, you can use Anarchy for that, but that might not be possible on consoles for example. I feel like there's definitely a better way to handle the interaction of these two systems.
This is my (second) biggest issue with tile upkeep. Adding outside connections pretty much is a late game thing now (not really worth doing). RIP maps without rail.
 
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I haven't tried the new features yet but to me they sound like good updates to make the game more interesting.

But what I would also like to see would be an option to choose the starting tiles by yourself to give the maps more variety. This could also solve the „issue“ withe the outside connections.
 
tile upkeep is not realistically calibrated.

increased costs in other areas of the game as well as reduced income from certain sectors makes the game more realistically challenging.

an all or nothing option isn’t reasonable either.

the game ought to be playable 100% vanilla
By all means, they should balance upkeep -- what I said was not to remove it entirely.
 
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Hi everyone. As we have seen a bunch of questions about how the Tile Upkeep added in patch 1.1.5f1, also known as Economy 2.0, works, we created this mini development diary. We hope this will answer some of your questions and give a better understanding of why we added the Tile Upkeep, and like always we welcome your constructive feedback and questions that might pop up after reading this.

So, let’s start with the basics. The Tile Upkeep is a new administrative land cost applied to land you own. It’s a fee that the city pays to the government for expanding its city limits inspired by the real-world property tax paid for unused land. The first 9 tiles already unlocked when you start a city do not have a cost. You are only charged a Tile Upkeep once you expand beyond those. The upkeep cost is a percentage value of the map tile purchasing cost and the percentage value increases on a curve from 5% to 25% as more map tiles are bought. This means early map tiles have a lower upkeep cost but as more map tiles are purchased, the upkeep per tile also increases affecting all purchased map tiles’ upkeep cost.

View attachment 1154418
X axis is the number of map tiles purchased, Y axis is the % of map tile purchase cost used to calculate the map tile upkeep costs.

When we were designing the Economy 2.0 update, we felt that more management features should be taken into consideration when you build your cities. Based on the feedback from you all following the release and from the closed beta group during the development of Economy 2.0, we came to the conclusion that the game was not challenging enough, especially in the later part of the game. And with the lack of a proper challenge being successful didn’t have the impact we wanted it to have. Growing the city’s limits is a natural way to progress through the game, so implementing an upkeep cost to map tiles was a good way to pace the gameplay, especially in the latter half where the city size grows rapidly and the map tile expenses reflect that. Our goal with the Tile Upkeep cost is to bring you more meaningful choices as you expand the city so you don’t just have to consider where to expand to, but also whether your city can sustain such an expansion. All in all we feel it strengthens the game pacing and improves the gameplay experience.

Of course, this new cost affects your ability to reach the edge of the playable area and create new Outside Connections, so let’s talk briefly about the cheapest way to create them early on. If you haven’t already noticed, map tile costs are affected by what is available in them - buildable land, resources, etc - making tiles with a lot of water the cheapest. This makes buying ocean tiles the absolute cheapest way to go if your city needs that new Outside Connection as soon as possible. You can then create a bridge or pipeline to the edge of the playable area. Or you can use the terrain tools to create a more realistic landbridge and build a road on top of it, but keep in mind that more land inside the tile affects its upkeep cost.

View attachment 1154419
The UI has been updated to show not only the cost of new tiles but also the Tile Upkeep they come with.

If you’re continuing an existing save, you may have unlocked a lot of map tiles that now come with a high Tile Upkeep. You may be able to expand your city to build additional tax income to offset this cost, but if you have built villages or rural towns on the map using either Unlock All or a mod to unlock map tiles, that may just be too much to cover. In that case, we recommend enabling Unlock Map Tiles under Map Options the next time you load your save. While this does disable achievements, it also disables the Tile Upkeep so you can continue your city. This option is also great if you enjoy building small towns or villages and don’t want to skip the Milestone progression.

We have already seen some great feedback on the Tile Upkeep, both from those who like it and those who don’t. We will continue to follow discussions about the current state of the game, not only in regards to the Tile Upkeep, so we can further refine the gameplay and balance to provide the best possible experience for you while maintaining our goals for the game. We also have a survey where you can share your thoughts, currently available through the launcher.

Please keep in mind that iterating game features and balance takes time, so even when we agree with your feedback, we may not be able to address it for a while. Nevertheless, we greatly appreciate you taking the time to share your thoughts about the game and the changes we make. We look forward to reading it and continuing development in the fall. Thank you for being a part of this journey.
I hope this Tile upkeep is an optional feature, that can be turned on or off as for player preference. I for one am not interested in this kind of feature at all.
 
I hope this Tile upkeep is an optional feature, that can be turned on or off as for player preference. I for one am not interested in this kind of feature at all.
It is already optional. If you unlock the map tiles, the upkeep and cost mechanic is disabled entirely. This option is also available for every existing savegame in the loading screen.

1720087695089.png
 
It is already optional. If you unlock the map tiles, the upkeep and cost mechanic is disabled entirely. This option is also available for every existing savegame in the loading screen.

View attachment 1158107
Tbh that really isn't ideal for those who play vanilla (or eventually console players).

There should be a tick to simply disable upkeep costs, without losing achievements AND without unlocking all tiles.

529 Tiles mod for now is the best workaround to upkeep costs.
 
Tbh that really isn't ideal for those who play vanilla (or eventually console players).

There should be a tick to simply disable upkeep costs, without losing achievements AND without unlocking all tiles.

529 Tiles mod for now is the best workaround to upkeep costs.
'Vanilla' is the default intended gameplay experience.

Cause if you start doing these settings; where does it end? You can also make toggles for pollution, traffic incidents, fire, crime etc. While those settings are nice, the game just gives you the illusion you are managing a city and all it's parts, but in reality you are just cheating but without using an actual trainer like We Mod. Maybe they should just make a separate 'creative mode' like most builders do these days there where you can have all those things. But without achievements, because you didn't achieve anything if you cheat :D

Anno 1800 recently added that too.
 
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'Vanilla' is the default intended gameplay experience.

Cause if you start doing these settings; where does it end? You can also make toggles for pollution, traffic incidents, fire, crime etc. While those settings are nice, the game just gives you the illusion you are managing a city and all it's parts, but in reality you are just cheating but without using an actual trainer like We Mod. Maybe they should just make a separate 'creative mode' like most builders do these days there where you can have all those things. But without achievements, because you didn't achieve anything if you cheat :D

Anno 1800 recently added that too.
In that case they should just restore how it use to be and remove it altogether since this is a very poorly thought out new addition.
 
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Hi everyone. As we have seen a bunch of questions about how the Tile Upkeep added in patch 1.1.5f1, also known as Economy 2.0, works, we created this mini development diary. We hope this will answer some of your questions and give a better understanding of why we added the Tile Upkeep, and like always we welcome your constructive feedback and questions that might pop up after reading this.

So, let’s start with the basics. The Tile Upkeep is a new administrative land cost applied to land you own. It’s a fee that the city pays to the government for expanding its city limits inspired by the real-world property tax paid for unused land. The first 9 tiles already unlocked when you start a city do not have a cost. You are only charged a Tile Upkeep once you expand beyond those. The upkeep cost is a percentage value of the map tile purchasing cost and the percentage value increases on a curve from 5% to 25% as more map tiles are bought. This means early map tiles have a lower upkeep cost but as more map tiles are purchased, the upkeep per tile also increases affecting all purchased map tiles’ upkeep cost.

View attachment 1154418
X axis is the number of map tiles purchased, Y axis is the % of map tile purchase cost used to calculate the map tile upkeep costs.

When we were designing the Economy 2.0 update, we felt that more management features should be taken into consideration when you build your cities. Based on the feedback from you all following the release and from the closed beta group during the development of Economy 2.0, we came to the conclusion that the game was not challenging enough, especially in the later part of the game. And with the lack of a proper challenge being successful didn’t have the impact we wanted it to have. Growing the city’s limits is a natural way to progress through the game, so implementing an upkeep cost to map tiles was a good way to pace the gameplay, especially in the latter half where the city size grows rapidly and the map tile expenses reflect that. Our goal with the Tile Upkeep cost is to bring you more meaningful choices as you expand the city so you don’t just have to consider where to expand to, but also whether your city can sustain such an expansion. All in all we feel it strengthens the game pacing and improves the gameplay experience.

Of course, this new cost affects your ability to reach the edge of the playable area and create new Outside Connections, so let’s talk briefly about the cheapest way to create them early on. If you haven’t already noticed, map tile costs are affected by what is available in them - buildable land, resources, etc - making tiles with a lot of water the cheapest. This makes buying ocean tiles the absolute cheapest way to go if your city needs that new Outside Connection as soon as possible. You can then create a bridge or pipeline to the edge of the playable area. Or you can use the terrain tools to create a more realistic landbridge and build a road on top of it, but keep in mind that more land inside the tile affects its upkeep cost.

View attachment 1154419
The UI has been updated to show not only the cost of new tiles but also the Tile Upkeep they come with.

If you’re continuing an existing save, you may have unlocked a lot of map tiles that now come with a high Tile Upkeep. You may be able to expand your city to build additional tax income to offset this cost, but if you have built villages or rural towns on the map using either Unlock All or a mod to unlock map tiles, that may just be too much to cover. In that case, we recommend enabling Unlock Map Tiles under Map Options the next time you load your save. While this does disable achievements, it also disables the Tile Upkeep so you can continue your city. This option is also great if you enjoy building small towns or villages and don’t want to skip the Milestone progression.

We have already seen some great feedback on the Tile Upkeep, both from those who like it and those who don’t. We will continue to follow discussions about the current state of the game, not only in regards to the Tile Upkeep, so we can further refine the gameplay and balance to provide the best possible experience for you while maintaining our goals for the game. We also have a survey where you can share your thoughts, currently available through the launcher.

Please keep in mind that iterating game features and balance takes time, so even when we agree with your feedback, we may not be able to address it for a while. Nevertheless, we greatly appreciate you taking the time to share your thoughts about the game and the changes we make. We look forward to reading it and continuing development in the fall. Thank you for being a part of this journey.
Tile upkeep cost is a great addition. Just create an option when creating a map (and maybe in the options too) that allows you to change the percentage of the Upkeep cost so each player can fine tune their difficulty. the current Tile upkeep is intermediate i'd say, the default should be slightly lower but lunatics should be able to increase it more.

High tile upkeep incentivizes more dense urban planning but some players may prefer having more sprawling city builds
 
Please do not remove that! Late game is more challenging now in terms of money and it makes it interesting! And you actually need to think now which tiles you wanna buy and it's great!

For people who unlocked whole map with a mod: use '529 tiles' to re-lock them and buy again only those you actually need.
Is it possible to provide more detailed information of how to do that. I just installed the 529 tiles mod and it unlocked me all the tiles. I went into the settings of the mod and found some ''re-lock' stuff but nothing happened after selecting them. Thanks in advance!
 
I appreciate that the game has been made more challenging.

An arbitrary sliding scale to make tiles more expensive as a game progresses has little basis in reality. You were right to link tile costs to resources and buildable area, and should have stopped there.

Note—ocean tiles have no administrative cost in real life and they shouldn’t have a cost in the game.
I agree, Upkeep cost makes sense in some ways while completely missing the realism+diffuculty at the same time in others.
 
In real life if a city purchases land outside of the city’s boundary from another locality or from a federal government, the city would pay taxes to that other government agency. There are actual examples of this. I’m guessing CO is simulating the first 9 tiles are the city limits, and any additional tiles is land purchased from within another government’s boundary.
Citys/Towns can also buy land from ordinary people so not just government stuff
 
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I like the idea of enhancing the game's difficulty and realism with map tile costs. I don't like the idea that if you build villages "just check unlock tiles" and it's gone, poof!, but so is this challenge.

IRL, land is valued not only by its basic resources (farmland more valuable than swamp), but also by improvements on and around it (access, buildings, services). I'd like it better if I could buy a bunch of tiles to the edge, and that didn't destroy the economy right off; but building a road... then a highway... then rail... would all increase the maintenance. Adding a number of zoned buildings, services... increase it more. Perhaps the tile values could be calculated yearly? (to minimize performance) Do a periodic "audit" and as tiles are improved, the base maintenance goes up.

I only suggest this as I'm a "village builder", love to build farms along the highways (and have to unlock intervening tiles to get power/water in there), and tend to grow settlements around distant ore/oil resources (sometimes converting settled farmland). The way the map tile purchase & maintenance costs are implemented only make sense if you build densely on each tile you buy. Fine for mega-city builders, a non-starter for village or historical-growth builders. The performance hit in calculating a tile's "improvement value" should be minimal if done periodically, and would contribute to the game's reality by having a recurring "audit" challenge ("tear down that village we built last year, we can't afford it!").

Thanks for this and your other efforts to improve the game we all love.
 
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First time playing it after the E2 update and I've gone from making +6M to -22.5M, this Title Upkeep just destroyed my city and really wasn't needed. I happily balanced the city and planned it well to find out the dev's have now bankrupted me. This tile upkeep should be turned OFF by default and those who want a challenge should turn it on. You've really taken the relaxation and chill vibes from this game by having this on.
 
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The Tile Upkeep is a new administrative land cost applied to land you own. It’s a fee that the city pays to the government for expanding its city limits inspired by the real-world property tax paid for unused land.

This must be yet another European thing that the game creators have imposed on us globally. This certainly does not happen in the US. A local municipality does not pay taxes on land, whether used or unused, to the state or federal government. Yes, I had to double check just to make sure. If anything, the federal government will pay the local government taxes if they build on the town's land.

Upkeep costs should be limited to improvements made on the land- infrastructure and whatnot. Anything else is not realistic which takes away from understanding and enjoyment of the game. This should be a standard map option to disable.
 
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@ra-hoch3
Those are great ideas.

I’d love if we were required to build more administrative buildings as our cities grow larger. A Department of Public Works, Department of Utilities, Department of Health, etc. Each with staff needs that would increase or decrease with the size of your city.

The administrative buildings could be staffed by cims who live in your city and whose salaries would come out of the city budget.

That is, indeed, a better idea than development points.

Dev points are yet another unrealistic concept in this game. If I had a few trillion dollars and wanted to found and build a city, even if it had zero people, I could hire outside contractors to build a subway or a nuclear power plant. The technology exists and is largely dependent only on land and money- not population, status, or time.
 
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