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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.
As of today, 529 Tiles defaults to "unlock all" and the relock all tiles option doesn't appear to exist in the mod. Are there any other options for relocking tiles?
 
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One thing that has been bugging me since the launch of the game is the Hospital issue. You can have a small town of 200 people with a clinic on every block and the people will still complain about inadequate care and horrible wait times. If you can fit the entire community into a single commercial airliner, then they do not need (nor should they expect) a $1,800.000 hospital.

Also, let me join the chorus of people who are a bit unfond of the enormous cost to buy (and maintain) a new tile. A small administrative cost for land management? Sure. Should it grow in a non-linear way the more land that needs managed? Why not. But the costs should be low until the land is developed. If you have lots of expensive minerals in the ground, it doesn't cost anything. But if you open it for development, then suddenly you have surveys that need done, permits that need processed, a dedicated mineral claims department in your government offices, including planners, lawyers, site inspectors, building inspectors, and people doing environmental impact statements. Not to mention the new roads, water lines, power lines, and other infrastructure. And development always begets more development, as people move closer to the jobs, and businesses spring up to serve the locals, and we're back to zoning, inspecting, permitting, etc.

The added challenge is welcome, but the cost doesn't make sense compared to real life. I would instead prefer to see roads cost more, since they are the conduit for development. And in the real world, roads are very very expensive, and the bigger and better roads are much more so. Dirt and gravel roads are much cheaper than paved roads, and are very common in the undeveloped areas because of this. Many people in rural communities (at least in the US) still live on them, and in many small towns, the main street that runs through the "commercial district" of the town might be the only paved road. We should have more impetus to use the gravel roads where they make real life sense, in areas that only pseudo-developed.
 
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Ok so...idea. Definitely keep the upkeep. What I would like to see is a the upkeep cost reduce over time as land is developed with the cost not to drop below 5-10% of its original value. Maybe a future dlc can offer a greater savings on upkeep to "encourage" development. Or maybe, tiles that have resources have a higher upkeep if undeveloped because of the value of the resource. Like oil deposits could be valued higher than fertile farm land thus creating a higer upkeep. I think overall it's a great idea that could be expanded on with different DLC or regular updates to add some complexities based on what each player decides to do.
 
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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.
The city is the government in the game. IRL, where I live many of the functions the game gives to the city (of necessity, so the player can get things done), are actually the province of the state government. It makes sense in game to abstract certain things like "property tax" because the various systems around the world are never identical.

Generally speaking I like Economy 2.0. I question the way the tile tax is structured though. I think it's too aggressive, and unduly punishes maps with more generous resources (which the default maps tend to lack and which should be reworked). I also question why it ramps up non-linearly as cities grow. As others have pointed out, this pushes players towards dense cities. These are questions of balance though.
 
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Tile upkeep does not make sense as it is.

Base it on large part on what's built in the tiles, not vacant space. It's upkeep cost. What are you upkeeping with a deserted tile? A densely built up tile should have plenty of upkeep in it. An empty one should not. This bypasses having to artificially change costs and just makes things work and have more player involvement.
 
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The added challenge is welcome, but the cost doesn't make sense compared to real life. I would instead prefer to see roads cost more, since they are the conduit for development. And in the real world, roads are very very expensive, and the bigger and better roads are much more so. Dirt and gravel roads are much cheaper than paved roads, and are very common in the undeveloped areas because of this. Many people in rural communities (at least in the US) still live on them, and in many small towns, the main street that runs through the "commercial district" of the town might be the only paved road. We should have more impetus to use the gravel roads where they make real life sense, in areas that only pseudo-developed.
Completely agree. I like how the tile upkeep introduces more player difficulty and cost/benefit analysis when making choices about what to do with my city, but I’d love to see more nuance than just a tile fee with the decision to build infrastructure (roads, electricity, pipes, etc.) and city services cost and maintenance as one of the primary sources of difficulty. I know they’re trying to make the late game more difficult without making the early game impossible, but they could balance this with cheaper versions of infrastructure for our small rural towns in the early game. For example:

- Water and sewer pipe construction and maintenance could be more expensive to make more mature cities more difficult, but to offset this for the early game low density residential could source their water directly from groundwater or within a certain distance from surface water and have their sewer served by trucks instead of city maintained pipes to simulate private rural wells and septic tanks.

- Increase the cost of maintenance for underground power lines, but keep overhead power line maintenance cheap.

- Increase the construction and maintenance cost for roads and bridges, but provide cheaper “rural” versions for the early game like zoneable roads without sidewalks, lighting, power, or pipes built in. EDIT: Overhead power lines could be an upgrade/add on option for these roads similar to the way we can toggle street parking, trees, etc.

- Provide small town versions of city services with smaller building sizes, cheaper construction and services cost, but less capacity.
 
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With this system in place, we need a tile buy game start option!
Otherwise you are stuck with the same starts on the same maps every time!
Just have an option on game start tickable like with unlock and unlimited that means you start with NO tiles and 9 free tile unlocks or whatever and have a requirement that atleast one contains a border tile or a highway.
As this new cost means you can't just unlock new tiles to where you want to start your city and leave the assigned at map creation starting spot unused forever.
 
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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.

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.

My suggested solution: Base the tile upkeep upon what is built there.

An extra tile was required to build a new interchange? Cheap upkeep.
It's full of farmland or forest? Low upkeep.
Suburb? Medium upkeep.
Highrises? High upkeep.

If only we had some sort of metric in the game that measures the value of land... :p
 
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Thank you for this real world explanation for the tile upkeep. I am glad that there is more of a reason than just to make the game harder.
Now, I still want to build villages and small towns without needing to disable achievements and to buy a lot of tiles at a hefty price. If rail or highways don't exist in an area could a work around be that we can build new rail and only highway road types on locked tiles? It could be seen as the government building those things and the player is paying the construction costs.
 
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My suggested solution: Base the tile upkeep upon what is built there.

An extra tile was required to build a new interchange? Cheap upkeep.
It's full of farmland or forest? Low upkeep.
Suburb? Medium upkeep.
Highrises? High upkeep.

If only we had some sort of metric in the game that measures the value of land... :p
Why would denser developments have a higher upkeep? Services do that already. Suburbs should have the highest upkeep.
 
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Are you planning to release an hotfix (e.g., office building bug) before the summer break as you mentioned before. It would disappointing to not do so.
 
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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
Yes, I should be able to build various towns and villages without needing to disable achievements. Of course building along existing rail and highways can still enable that.
 
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My suggested solution: Base the tile upkeep upon what is built there.

An extra tile was required to build a new interchange? Cheap upkeep.
It's full of farmland or forest? Low upkeep.
Suburb? Medium upkeep.
Highrises? High upkeep.

If only we had some sort of metric in the game that measures the value of land... :p
apparently their formula for calculating upkeep includes buildable space — and I have a hunch that it also incorporates development because I’ve seen my tile upkeep costs change over time as I build in the same tile. And we have a land value infoview. We just don’t have access to how it’s quantified.
 
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Why would denser developments have a higher upkeep? Services do that already. Suburbs should have the highest upkeep.
they shouldn’t… suburbs are not an efficient (or sustainable) use of resources… the ratio of tax base to services and amenities makes dense urbanization more efficient—but the developers introduced an exponentially increasing sliding scale to tile upkeep. The further you are in the game the more expensive the upkeep.
 
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I hope they include in the plan in HR management in city services as Mayotlr of the City. I mean, I wish that you can allocate people individually in city services buildings so you can also manage the maintenance cost of each buildings now. Or maybe I hope that the mods will do that. Another thing is, now that there are lot of expendetures, I also hope that the Mayor can own an industry/building (for example, instead of putting it as Historical building, you select it as City Property) so all the income/expences/ imports and exports of that building will add to the city revenue and also expences. The game will be more interesting. ( For example, the Bus Depot expences and income are manage by the City so you need to balance where the people are going, where is it more needed, and where it is more profitable. I hope it will be implemented for cargo train and passenger train separately.
 
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I think the challenge in the late game should come from traffic/utilities/zoning/housing management, not from budget. Even if your playing with infinite money, you should still be able to make a failure city. Late game "a large dense city" should require good transport or it will get clogged. I just feel like adding financial difficulty to the game doesn't really make it more challenging just slows you down.

" I need to build this building, but I'm 100,000 short"
"well I'm in the green so just need to wait 20min for number to go up"

This is farmville gameplay.
 
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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.
You're correct on how tile upkeep forces you to build your city in a certain way but any quick solution for a fundamental design flaw won't be anything else but a bandaid. And CO's right when they say "iterating game features and balance takes time". True, ideally this time is taken before release. But here we are. Welcome to early access once again.
 
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An arbitrary sliding scale to make tiles more expensive as a game progresses has little basis in reality.
Why wouldn't the land value in the middle of nowhere increase as the lands nearby get built up? Aren't property values irl influenced by neighboring property values?
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.
This was massively confusing until I figured out what was going on. When selecting tiles to buy, I think it should show specifically what's in the selected tiles so we can properly evaluate if the tile is worth the cost. Showing the total resources unlocked (which is useful information, but is shown at the wrong time - maybe show it only when no tiles are selected) during purchasing is likely contributing to people not realizing that resource deposits are behind the steep costs on certain tiles.
 
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Why wouldn't the land value in the middle of nowhere increase as the lands nearby get built up? Aren't property values irl influenced by neighboring property values?
Yes ... but not always ... it's situational. The game institutes an arbitrary sliding scale. I don't think we've been privy to the actual formula.
 
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This was massively confusing until I figured out what was going on. When selecting tiles to buy, I think it should show specifically what's in the selected tiles so we can properly evaluate if the tile is worth the cost. Showing the total resources unlocked (which is useful information, but is shown at the wrong time - maybe show it only when no tiles are selected) during purchasing is likely contributing to people not realizing that resource deposits are behind the steep costs on certain tiles.
I agree wholeheartedly. This would all be useful information.

On one hand I agree with the mechanic in principle. On the other hand, the tile upkeep feature is basically the OPPOSITE of subsidies. Before 2.0 we were getting free money from the government and there was no transparency. Now we're giving away free money to the government and there is no transparency.
 
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