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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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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.
 
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please update us on the office worker bug that limits high level office building workers to 5 employees. This causes massive unemployment. Is a hotfix in the works as this is an urgent issue? Great work on the latest patch!
 
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Suggestion: how to sell the squares again in terms of selling the squares, it is possible if there are no active buildings (roads or anything, now if the person has, for example, a plan, the land does not count)
 
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There are 2 major bugs occuring after eco 2.0. Office jobs numbers and homeless people became criminals in a crime spree. Both of them are in the bugs reports. Please check them out
 
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please update us on the office worker bug that limits high level office building workers to 5 employees. This causes massive unemployment. Is a hotfix in the works as this is an urgent issue? Great work on the latest patch!
There is a new mod for that, Profit Based Industry And Office.
 
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I like the tile upkeep as well. This dev diary was insightful how the price is calculated of each tile. Thanks for that.

I do hope to see some official communication about the office employee 5 bug that is tanking our cities and make other things break as well. Is a hotfix coming?
 
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Do not remove the upkeep.

You worked so hard to add challenge to the game and now the general opinion is positive, do not take steps backwards.

If people struggle they already have the unlock all tile and unlimited money option, no need to downgrade the game again
 
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… 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.

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 …we feel it strengthens the game pacing and improves the gameplay experience.

map tile costs are affected by what is available in them - buildable land, resources, etc - making tiles with a lot of water the cheapest.

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 … [and] 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 … Unlock Map Tiles is … great if you enjoy building small towns or villages and don’t want to skip the Milestone progression.
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.

When purchasing map tiles, the UI never shows the actual resources and buildable area when you click in a tile or set of tiles. It simply continues to show the total values for the complete map.

It should not be necessary to unlock all tiles to continue playing builds we’ve started before the patch. I want to be able to make use of the most challenging unmodded (vanilla) game experience. It should not be necessary to go to an easier playing mode in order to maintain the viability of prior builds.

My main concern is that the game is now unnecessarily biased toward larger denser builds. Tile upkeep costs make rural builds or builds of smaller towns across the map grossly cost prohibitive. Essentially, the most effective game play strategy will likely be to build as densely as possible in the first nine tiles purchased (in order to avoid upkeep costs)—and this will make any kind of historical or organic evolution of a city problematic from the beginning of the game. It basically means that we all have huge incentive now to build densely gridded cities due to their efficiency and ability to generate large positive cash flow. And that is simply not a realistic trend, when compared to how cities progress in real life. It will give the game a distinctly North American vibe and will make the game less accessible to players who prefer a different style of build.

I also want to echo something I saw on one of City Planner Plays’ recent videos. The vanilla maps are unrealistic due to the relative absence and nonsensical placement of resources. Many custom maps have been designed more sensibly, and are more interesting as a result. Sadly, many of those maps are now less playable due to the tile upkeep cost.

While I generally agree with the idea of an administrative upkeep cost to unused purchased land, I feel like we’ve gone from one extreme to another. I feel like I’m constantly chasing my (financial) tail now in this game, and that does not engender a satisfying game experience. It seems to me an easy fix would be to shift the values of tile upkeep (or allow players to make them variable)—while making the slope of that sliding scale less steep.

One shouldn’t need mods or easier modes to enjoy this game or make it playable.

Most important, I appreciate the lengths you have all gone in order to make the game more interesting, enjoyable, and playable for all of your fans. And the work put in is phenomenal. Thank you for being receptive and responsive to community feedback.
 
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Had a quick play of the new patch the other day. Death wave was over within a month. Money was pretty stable, had to bump taxes from 5% (which I had done to provide more challenge) up to 11% and money was sorted.

Playing on CPPs Magnolia County map with 20k pop. Have mainly low residential and row houses with a smattering of medium and high density. Balancing the books was fairly simple.

I was worried initially after watching biffa and CPP struggle to balance the books but I managed it no problem (with a much smaller population and less tiles granted).

But I like the fact it will introduce challenge as I expand and make me consider increasing density or developing undeveloped land I already own rather than sprawling.

Only issue is I now have an unemployment issue (which was mentioned). That will be my next challenge.

Keep up the good, meaningful changes!!!
 
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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.

Thanks for this. Personally I think retaining the challenge is important, so don't remove upkeep. As you mentioned, there are already avenues in the game to play without upkeep for those who want that -- but if you remove upkeep, there wouldn't be a way to retain the challenge.
 
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Only issue is I now have an unemployment issue (which was mentioned). That will be my next challenge.
The problem with unemployment is it’s tied inversely to tax rates, which (1) isn’t realistic to actual corporate economic behavior (lowering corporate tax rates does not automatically guarantee companies will hire more workers), and (2) doesn’t seem to account for precise zoning of jobs to meet demand at various education levels. Also there is a mismatch in how the employment rate is recorded in the population infoview when compared to the workplace distribution infoview. They’re not showing the same employment numbers for some reason (and according to patch notes, outside workers should no longer be represented in either infoview).

When you set tax rates lower in order to deal with unemployment then you have to make some hard choices about which services to fund and at what percent of budget.

Offices tend not to tolerate tax rates above 13%, commercial seem to be able to go as high as 25% but demand then crashes, industrial seems the most tolerant (I’ve set it as high as 20% with minimal consequences), and I’ve placed residential up to 15% with ample amenities and services.

Good luck solving employment!
 
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Thanks for this. Personally I think retaining the challenge is important, so don't remove upkeep. As you mentioned, there are already avenues in the game to play without upkeep for those who want that -- but if you remove upkeep, there wouldn't be a way to retain the challenge.
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
 
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