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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 most people's problems are the (mostly) temporary transitions due to the update, and starting a new save would have far fewer.

I too think the tile upkeep was a good idea, but I do think it could be toned down somewhat, maybe half, and road upkeep increased significantly, maybe 4 or 5 times, so that upkeep would scale with development better, and roads are the best proxy and are a realistic place for that upkeep to be.
 
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It's a bit rich to talk about realism with property taxes and then suggest you should terraform the ocean to have an outside connection.

The outside connections issue has been my biggest problem with tile maintenance so can I suggest adding a national infrastructure tag to certain networks.

Allow powerlines, pipes, railways and highways to be built outside of owned tiles but to ensure balance give them a larger maintenance cost to represent paying the government for the infrastructure.

One of the best parts of CS2 was the ability to building separate settlements but currently it's not economically viable until the late game.
 
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Please don’t change it any further: I love this new system, makes the game much more challenging.
those who want it easier always have the ‘unlimited money’ and other switches.
 
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CS2 seems to be improving by leaps and bounds and I'm all for it!
 
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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 city is the government. I don't know anywhere that the city pays a fee for the land within its borders to some other government. This explanation makes no sense to me.
 
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The city is the government. I don't know anywhere that the city pays a fee for the land within its borders to some other government. This explanation makes no sense to me.
Well a city is not a country. So of course a city is going to pay something to the next level government, state or country.

Even so, a part of the taxes would be more realistic, but probably not very interesting in the aspect of gaming
 
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The city is the government. I don't know anywhere that the city pays a fee for the land within its borders to some other government. This explanation makes no sense to me.
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.
 
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Upkeep on bought tiles is bogus. You don't upkeep fallow land and cities don't pay property taxes to themselves. From my POV, you've basically destroyed a game so everyone has to start from square one again. What a crappy attitude from developers.
 
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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.
Very well said. While I appreciate tuning the game to make it more difficult, it heavily favors a higher density sprawl early on as I found out starting new cities. I usually like to start with a low density, farming village and let that organically set up a city elsewhere on the map (2 attempts to try this start). It's just not feasible with the upkeep costs of tiles and services. You seem to need a quick population and rent influx, and with that, industry and offices to make enough to warrant expansion.

I don't want this to come across all negative, I do enjoy the changes. I've liked tweaking service levels and putting more thought into what I'm building next rather than just placing what I want. I also agree that it's skewed too heavily towards that one playstyle though.

So I'm about 8 hours into a new city and began noticing some issues, and this is where my patience starts to wane a bit.

1. Office bug - Offices that have 5 employees that should clearly be much higher. This is (for me) kind of a massive deal. The city just doesn't scale appropriately for such a specific style of start you need to have.

2. Crime bug - I want to preface this as it may not be a bug and working as intended but I can't figure it out. There is crime all over my city and at about 6k population I thought I'd tackle this issue. I upped my police budget to 100% and made sure my coverage was ample, then waited for the effect. Still massive crime. I then thought maybe it's education, as less educated populace has historically been more inclined to commit crimes. Put my resources into a high school and let time run. This caused a ton of other issues as my city needs a lot of things and now I'm in the red. Either way I saw a minimal decrease in crime. So I've basically replaced all the low rent icons filling my city before the patch with crime icons with this update. Curious if this is common with other players.

Here's where I start to criticize some choices. I'm glad these changes were made overall, I think. I've been consistent (and blunt) in questioning the allocation of resources by CO since launch. Does this help with the overall playability of the game? I would say sure. Do I think this update is what brings this game a strong step further to a finished version? I don't. It provides some additional challenge and I do like that, but there are still so many massive, bare minimum needs for the game. For instance, office now doesn't work appropriately. That is pretty game altering. My citizens only show up in one park, and no animations for services. My city looks grey and dull with such limited assets. These recent changes make custom maps almost unplayable as well since resources are way more abundant, making the costs of tiles excessive. I won't go into all of them because they've been repeated ad nauseum in the forum. Perhaps these experiences are nitpicking, but I believe they are important for immersion and actually caring about a city I build. This patch, as with the previous updates, was fun for a bit but once I run into a few of these issues and game design choices it kills my drive to play the game.

Still hopeful for a better experience so I'll check back as hotfixes and updates are added but again, I question the allocation of resources and where they are being spent. What is on the docket from here? I'm rooting for this game to succeed but we are well into 9 months post launch and the game still feels... empty? Lack of character and variety possibly. Either way I hope for the best moving forward.
 
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2. Crime bug - I want to preface this as it may not be a bug and working as intended but I can't figure it out. There is crime all over my city and at about 6k population I thought I'd tackle this issue. I upped my police budget to 100% and made sure my coverage was ample, then waited for the effect. Still massive crime. I then thought maybe it's education, as less educated populace has historically been more inclined to commit crimes. Put my resources into a high school and let time run. This caused a ton of other issues as my city needs a lot of things and now I'm in the red. Either way I saw a minimal decrease in crime. So I've basically replaced all the low rent icons filling my city before the patch with crime icons with this update. Curious if this is common with other players.
Nice to see someone else has noticed this. I'm not sure it's a legitimate bug, but I reported it as such.

The patch notes state the following:
  • Crime rate adjustments:
    • Fixed police service coverage for zoneable assets. The police station will patrol regularly to decrease the crime rate, and all zone type buildings will increase crime rate depending on the police service coverage.
    • NA and EU PoliceVehicle02 Crime Reduction value changed to match the NA and EU policevehicle01 value.
    • Removed crime scene pathfinding limitation of building's crime rate to avoid all criminals having the same pathfinding result to queue up to do crime.
    • Added new crime factor to lower crime probability in cities with larger populations.
    • Lower crime recurrence probability due to criminals needing to wait a long while to remove criminal tag.
------------------------------------------------------
I think a few things are happening. The first is that patrols are either not happening at all or are happening as a function of where the player sets the budget. If there are 12 cars in a precinct and I have my budget set at 50% then the precinct will only hire to the budgeted cap and the precinct will run patrols, maintain vehicles, process criminals, etc. to the extent it is able based on the budget set by the player.

Because (according to bullet one above) all zoned type buildings increase the crime rate based on coverage (and nothing else apparently), if you lower the budget in order to maintain positive cash flow, crime increases. You may see green streets, because you've placed the precinct but cars are only being dispatched when a crime has occurred.

I have a few quibbles with this causal relationship in the game. The first is that historically IRL crime rates do tend to fall in correlation with employment. Yes, there is always crime, but (again IMO) crime shouldn't be tied exclusively to the rate of coverage). I don't know how difficult it is to produce a coded algorithm that would set crime occurrence as a function of two variables (or more?). But if I have an unemployment rate at 2%, I shouldn't have so many criminals in my city that they overwhelm the total population.

The other problem I discern (and this may be where the bug is) is it seems these criminals just never go away, even when you place prisons to hold them. Two days ago I had a build with about 4,500 population and 2,700 criminals. The occurrence probability rate was at 1%, but the success probability was closer to 50% because there were so many criminals in the city. But that is just unrealistic ... especially when unemployment is at 2% or less. No city in real life has that many criminals. Period. I wonder what the crime occurrence probability is a function of. More than one comment I've read has observed that the occurrence probability seems stuck at 1% no matter what, regardless what the success rate looks like.

Out of curiosity, I closed and reopened the simulation with unlimited money in order to crank the budget up to 150%, and to place as many prisons and precincts as possible to bring the coverage and # of prison cells back into the green bands. The number of criminals subsequently shot up to over 9,000 ... in a city of 4,500.

I'm going to make another attempt to migrate this older save and see how things go if I keep the police budget set high and the tax rate set closer to 10%. I'll be interested to see if the number of criminals continues to grow relentlessly with those different settings.
 
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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.

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 think that maintenance fees should exclude fertile land and should also be weighted more towards being generated by infrastructure on the tile. Perhaps in a future update you can give players more control over what contributes to the calculation with sliders and toggles. Also a toggle to turn them off completely without having to unlock all tiles.

Finally I would like to thank you for the hard work you are putting into the game to make it what it should be. It got off to a rough start but is much better now. When official asset importation support arrives it will be awesome.
 
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Perhaps these experiences are nitpicking, but I believe they are important for immersion and actually caring about a city I build. This patch, as with the previous updates, was fun for a bit but once I run into a few of these issues and game design choices it kills my drive to play the game.
I don't think you're being negative or nitpicking. It bugs the heck out of me when others say, "well just turn off the upkeep costs," or, "use mod X to do Y." That shouldn't be necessary.

I should be able to play the base "vanilla" game experience without mods, or additional bells and whistles in order to make the game, "playable." And I should be able to play the builds I have now dedicated hundreds of hours to that have been rendered unsustainable due to the tile upkeep costs. Mods enhance the gaming experience, but IMO every base game should be accessible and playable on its own, and one shouldn't need mods to make the base game playable--which is what I'm gathering from all the creator videos I've seen. And I absolutely shouldn't have to worry that a patch or update will render cities built in the BASE game unplayable.

I played CS1 heavily modded with thousands of assets. But the problem with modding is that every subsequent update potentially breaks all the mods and thus any builds you create while using those mods (and there is no guarantee those mods will be revised by the mod creator). Every time a new DLC was launched I had to hold my breath and hope that the city I had been working on for two years would continue to be playable. I have been religiously and zealously playing CS2 with zero mods and without developer mode because I want to see just what this game is capable of in VANILLA.

One ought to be able to experience as you put it an immersive experience and be able to craft beautiful and functionally realistic cities in the base game. I agree with the tile upkeep costs in principle, and I'm going to make a few more efforts to get my current county build moving again--and at some point, I'll probably try a brand new build from scratch--but I'm afraid we may all be dead in the water until some of these issues get fixed.
 
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I don't think you're being negative or nitpicking. It bugs the heck out of me when others say, "well just turn off the upkeep costs," or, "use mod X to do Y." That shouldn't be necessary.

I should be able to play the base "vanilla" game experience without mods, or additional bells and whistles in order to make the game, "playable." And I should be able to play the builds I have now dedicated hundreds of hours to that have been rendered unsustainable due to the tile upkeep costs. Mods enhance the gaming experience, but IMO every base game should be accessible and playable on its own, and one shouldn't need mods to make the base game playable--which is what I'm gathering from all the creator videos I've seen.

I played CS1 heavily modded with thousands of assets. But the problem with modding is that every subsequent update potentially breaks all the mods and thus any builds you create while using those mods (and there is no guarantee those mods will be revised by the mod creator). Every time a new DLC was launched I had to hold my breath and hope that the city I had been working on for two years would continue to be playable. I have been religiously and zealously playing CS2 with zero mods and without developer mode because I want to see just what this game is capable of in VANILLA.

One ought to be able to experience as you put it an immersive experience and be able to craft beautiful and functionally realistic cities in the base game. I agree with the tile upkeep costs in principle, and I'm going to make a few more efforts to get my current county build moving again--and at some point, I'll probably try a brand new build from scratch--but I'm afraid we may all be dead in the water until some of these issues get fixed.
I wish I could like this twice. This is a strong choice for an update moving forward and I know there will be tweaks to the system but updates are few and far between. So resources will be spent configuring this update instead of much needed QoL updates. Like you, I'm playing vanilla with the only exception being new maps. The vanilla game should and needs to be functional, mods or cheating shouldn't be a necessity to start with a rural city. I'll move to mods eventually but I want to have a positive experience with the base game first.
 
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Making the Cities: Skylines 2 more challenging is great! I think the Economy 2.0 patch was a good step in the right direction, but I don't think tile upkeep is a good solution.

Just empty land (or water) shouldn't have recurring upkeep costs. It pressures us to exploit the resources in the tile and develop the land. This will guide us to build samey dense cites with urban sprawl and hinders creative freedom.

I think city services and infrastructure should be the money sink. It would also reflect real life. Higher street and rail maintenance costs are in reality a huge issue and could be a part of the solution. I don't know how wear and tear of streets is calculated, but it could exponential scale with higher traffic. Tunnels and bridges should be more expensive.

Also the city administration could become it's own city service. The demand and cost for city administration could scale with the population. I would be happy if I had to build more government buildings in addition to the city hall.
 
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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.
 
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Overall I love economy 2.0 and the challenge that’s been introduced to the game. Gameplay-wise, tile upkeep works really well to keep that challenge consistent through the whole game, although thematically it doesn’t make much sense. The real cost of sprawl is in the infrastructure, not the land. Roads, rails, and pipelines should be where the money sink is, with higher capacity roads (like highways) exponentially more expensive than smaller roads. That would make this cost of sprawl more thematically realistic I think while also solving the problem of making disparate towns or outside connections prohibitively expensive.

Some more wishlist items: offices should employ so many more people! A 6x6 one-story low-density office should not employ half the people of a 6x6 massive skyscraper. I also second other peoples’ suggestions of just adding more user options and sliders. Take Stellaris for example, most of the game parameters are customizable at startup so that people can play how they most want to play. Of course there always has to be a “default” vanilla, but more options never hurt.

Very very good work with this update, I think it’s done a lot to put momentum back into the game and making it a great city builder. The listening to community feedback is also awesome!
 
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Hi, I haven’t played since launch when I played maybe 5 hours?
Anyways started up a new city this evening, and about 2 hours in I’m failing. I have 250k and I can’t balance the budget. I think maybe I opened up health and death care too quickly? But I had the money to purchase them, just can’t pay for upkeep!

Also when trying to balance the budget it’s really annoying that it just shows a green or red arrow, why doesn’t it show how much I’m making an hour? (Why do I have to hover over it?)
Finally, please decide on one unit of time to measure by. The Budget does it by month, but the mouse over does it by hour, and honestly I’m not sure how the different buildings do it. Also when I go to build a health clinic it says upkeep is $25k, ok not bad. Except wait once it’s built it’s actually more than double that! It’s $55k! Because suddenly there’s labour costs etc.

Basically it’s all very confusing and I’m probably just going to go back to CS.

Would love some tips tho
 
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