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Development Diary #9: Economy & Production

Hi and welcome back to another development diary for Cities: Skylines II! This time we’ll take a closer look at the economic simulation, how citizens and companies manage and use resources, and how you can build a prosperous city knowing where citizens want to live, where companies seek to locate, and why and how to build connections that lay the foundation for citizens, resources, and services moving around the city smoothly.

While the economic simulation of Cities: Skylines is similar in concept compared to the economic simulation in Cities: Skylines II, it was simpler in Cities: Skylines. The production chain was relatively narrow, but the economic simulation served its purpose well within the game’s other systems.

As Cities: Skylines II has been built from the ground up and all of its core systems redesigned, there was also the need to redesign the economic simulation. It governs the households and their money and resource usage, businesses finding suitable locations in the city based on their evaluation of potential profit, available resources, connections, and workforce as well as city service functionality and trade. Check out the video below for a quick overview before we get into the economy and production of Cities: Skylines II.



DESIGN PHILOSOPHY
We wanted to create a deep and complex system without it being too complicated for you to manage, allowing you to spend more time building the city rather than worrying about every minute detail at every possible turn. The system is modeled after real-life economic models to tie more realism into the game, and it is designed to balance itself out in most cases to support both new players and newly-founded cities in their first steps to becoming bustling metropolises. It features financial aid in the form of government subsidies which help the city’s budget by taking care of a portion of the expenses in the early game. The subsidies also include unemployment benefits for private citizens to keep them on their feet, able to improve their lives and become contributing members of society.

While the economic system is designed to support you in your city-building vision the government aid decreases as the city grows and becomes successful allowing you to fully stretch your city-management wings and fly. As you play the game, you can start to delve deeper into the economic simulation and its intricacies, seeing how the various agents make decisions based on your actions as well as the existence of other agents and you can start to make meaningful choices, guiding the city towards whatever your end goal is.


ECONOMIC CYCLE
The economy is formed by flows of various resources among the agents; households, businesses, and city services. The number of agents naturally grows as the city grows and each agent tracks the amount of money and resources they have. The agents have expenses and income and they try to balance them out by making decisions on what to buy and sell depending on their current situation. Households spend money to buy resources and pay rent, businesses buy resources and turn them into other resources which they then sell to other businesses or customers. Businesses also pay rent for their building which is taken into account when they calculate their profit. Certain city services also consume resources and these expenses are added to their monthly upkeep.

At the core of the economic simulation are the zones and their symbiotic relationships with each other. Households look for homes and workplaces. Industrial companies require access to resources and commercial companies want products to sell and customers to sell them to. Taxes can be used to encourage or discourage different businesses in the city. If there’s an abundance of a resource or product, setting higher taxes can lower the excess production while still providing the city with a nice boost in tax income. On the other hand, if there is a lack of a resource or product, lowering the taxes, or even subsidizing it by setting negative taxes, brings more of those companies into the city. Subsidizing resources at the beginning of the production chain also benefits companies at the end of the chain as they get easy access to resources they use in their manufacturing processes.

However, money doesn’t circulate in a closed system and it doesn’t appear out of nowhere. Rents, import payments, company profits, and player income are money sinks that remove money from the economic simulation. To balance the money sinks, the simulation also features money sources in the form of paid rents and company profits and the funds used by the player which are distributed so that half of them go to the citizens based on their education level and half are evenly distributed to the commercial buildings’ wealth. Other money sources are export income from businesses and city services, tourists, and the aforementioned government subsidies for the city and individual citizens.

01 Government subsidies.png

Government subsidies help your city get started and are reduced as your city’s economy grows

HOUSEHOLDS
Households look for homes in favorable locations that have workplaces, schools, and leisure locations close by. Large families prefer larger apartments found in low density and medium density housing areas while small families are satisfied with smaller apartments in high density and low rent housing areas.

Households also want to reside close enough to workplaces so that their pathfinding cost to work is low. Workplace pathfinding considers the education levels of the available jobs and gives a small bonus to jobs that match the employees’ education level. Additionally, companies with fewer employees are preferred over companies with only a few open jobs, which ensures a somewhat even distribution of workers. The same applies to leisure options and shopping; citizens want to spend more time enjoying the activities than traveling to them. Households with children want to locate near Elementary Schools since all children go to school if the city has any.

Households go shopping when the AI detects that it lacks resources. It then checks the household members and their product preferences and chooses a product based on the preference weights. Once the product type has been selected, it picks one of the household members who then travels to a shop selling the desired product and makes the purchase. Once the purchase has been made, the product is transmitted to the household’s resources.

All these decisions are made to maximize the household’s Happiness and the suitability of the household’s apartment is calculated by adding together the pathfinding costs to their various destinations, free time left after work and travel, money they have left after expenses, and the services that match their current needs. If the household can’t pay for the rent and upkeep of the apartment, they look for other available apartments which match their ability to pay rent. The evaluation process again includes all of the above-mentioned points, to find a suitable place and maximize Happiness. They also consider moving out of the city even though it is given a lower probability than finding a home locally. If the household is very poor and unable to find a new apartment and lacks funds to leave the city, they become homeless. In this case, they can live in the city parks until their living situation changes.

02 Household.png

A household may be unable to make rent due to high Land Value or a low income

INDUSTRIAL COMPANIES
Industrial companies want optimal access to resources, places to ship their products, and workers to keep production going. They consider the value of production at the site as they choose where to found the company. The size of the property is relevant to the profit calculation as larger industrial buildings have higher rents. Land Value also affects the rents so industrial companies prefer areas with low Land Value to maximize profits. However, different types of production require different amounts of space so some heavy industry companies set up shop in larger buildings regardless of the cost.

Companies order resources used to manufacture products and when they estimate the suitability of a location for the business, they take into account the transportation costs which are deducted from their profit. The new companies have a slightly higher preference for resources that are not in use in the city yet; either they are produced there but exported without further refining or they are only available from Outside Connections. Transport cost is calculated by the distance and the weight of the resource; for example, metals weigh more than textiles. Similar to resources, the distances to the industrial companies’ customers, resellers in commercial areas, and other manufacturing companies affect the company’s profit. Companies favor short transportation distances when making resource orders to avoid transportation costs reducing the profit margin which makes companies further away less likely to be selected as the resource provider.

When the company is looking for workers, the complexity level of the production is taken into account as it affects the requirements for employee education levels; some companies function well with employees with low education levels while others require adequately educated workers to increase their Efficiency which in turn affects their production speed and profit margin.

As the company's profit increases they are able to invest more into the building upkeep alongside paying the rent which slowly increases the building’s level and the surrounding Land Value. Company level and Efficiency also affect the production rate. This means that as the level and Efficiency of the company increase, they can produce more with the same amount of expenses (water and electricity usage) thus lowering the price of the produced unit.

Industrial companies occasionally evaluate their current production. They seek to maximize their income by finding the optimal number of employees given the current prices for resources bought and products sold, employee wages, transportation costs, and fixed costs (building rent and upkeep). They do this by adjusting the scale of their production: if there is more demand for the products the company makes, they scale up the production and hire more workers. If the demand for the product decreases, they scale the production down and let go of some of the workers in order to still stay profitable. If the financial situation of the company decreases due to not making enough profit, they cannot pay for the rent and upkeep of the building nor can they order resources for production. In this case, the expected company income and wealth become negative resulting in the company going bankrupt and the building becoming abandoned.

Some of the industrial zone buildings are warehouses that don’t produce anything by themselves but are part of the resource trading. When resources are bought from Outside Connections, they are transported to the warehouses where they are stored until further usage. As mentioned earlier, the price of the order consists of the transport costs and the price of the resource, and companies can trade with both warehouses and Outside Connections. Warehouses attempt to stay well stocked and balanced by moving resources around in the city, evenly distributed among the warehouses. In addition to zoned warehouses, many of the cargo transportation buildings function as warehouses as well. As these warehouses have special connections to the outside world, their transportation costs differ from the usual truck traffic. Cargo trains and ships have large capacities which lowers the prices of even the heaviest of resources and air cargo can carry resources to and from anywhere with very little difference in transportation cost.

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Unoccupied buildings have no signs to display until a company moves in

COMMERCIAL COMPANIES
Commercial companies need products to sell, workers to service the customers, and to be located close to the residential areas which provide the bulk of the customers. Commercial companies order products from manufacturing companies in industrial areas as well as from Outside connections. Similar to industrial companies, commercial companies take transportation costs into account when they evaluate suitable locations in the city as they eat into the profits the company generates.

They try to balance good connections to product manufacturers and customers while they also react to the demand for different products. As an example, if a neighborhood doesn’t have a grocery store and the customers have high transportation costs (time and money from pathfinding calculations) to reach the closest grocery store, the simulation marks the neighborhood’s close surroundings as lucrative areas for grocery stores to appear.

Commercial companies look for a customer service workforce in the same way as industrial and office companies do: citizens who live nearby and who are of a suitable education level, are the best option. Often the customers and workers come from the same areas which means that commercial companies thrive near residential areas in general.

Commercial companies also react to the changes in the economy and adjust their service accordingly by scaling their service level up or down. As commercial companies level up, their Efficiency increases which in turn improves their service level and sales. As the sales increase the individual products become cheaper. This affects the decision-making process of the citizens when they evaluate where to buy the products they need and simulates the real world where cheaper products attract more customers.

OFFICE COMPANIES
Office companies function in much the same way as industrial manufacturing companies. Their production uses Electronics or Software as the input resources and their products are immaterial goods such as Software, Telecom, Banking, and Media. While good transportation connections are beneficial for offices, they are not as reliant on short transportation distances since the resource they require is lightweight and cheap to transport. The immaterial goods that they produce are sold wirelessly to manufacturing companies, other office companies, and customers so they don’t require physical access to their customers and it doesn’t weigh in on their decision-making while evaluating suitable locations for founding the companies. Thus it is more important to be close to the residential areas where the potential workforce lives.

Offices require employees similar to industrial companies. The employees are the engine behind production and it is important that the companies find suitable employees to fill the roles and keep the company Efficiency high. The complexity level of the produced goods dictates the distribution of the education level requirements in the company. Large office buildings can employ hundreds of employees.

The evaluation of profitability and survivability for office companies is the same as other businesses. They scale the production depending on the economic situation, always maximizing income by hiring more employees or letting excess workforce go. If their profit decreases and they are not able to bounce back after adjusting their production scale, they cannot pay the required rent, upkeep, and resource costs and they will go bankrupt.


PRODUCTION
An important part of the city’s economy is the production chain. Managing and adjusting the production chain adds a whole new dimension to the economy simulation and the gameplay. The production chain is designed so that you do not have to micromanage it but if you so wish you can really delve deep into the intricacies of what makes up the whole system. Starting from extracting the raw materials all the way up to specializing the industry in the city you can influence any step of the process. Having companies that produce the same resource gives a specialization bonus to those companies’ Efficiency.

EXTRACTING
To get raw materials into the city you have to either produce them locally with a Specialized Industry Area or import them. Having good cargo transportation connections will make it easier to import them, but extracting them locally will also provide income to the city in the form of companies paying taxes from their profit.

To create an extraction area you will need to use the Specialized Industry Area tool which is activated when you place a specialized industry hub building. This tool works similarly to the District Tool covered in City Services letting you define the area by placing corner nodes that create a full loop, however, a small area is already created when the building is placed. You can expand it to cover more land, but the area must be within range of the building itself, which will automatically harvest resources from the area. If the area is producing more of the resources than the city needs then those will be automatically sold to the Outside Connections. Having good cargo transportation options will greatly improve the overall traffic flow of the city and as well as reduce transportation costs for the companies.

04 Ore industry.png

Define the extraction area and watch as buildings and vehicles get to work extracting the natural resources

It is beneficial for the city when resource production and consumption are balanced. Overproduction of resources is not beneficial for the city or the companies. When there is a large surplus of a resource, the companies will export that resource to the Outside Connections. However, when companies sell to Outside Connections, they also pay for the transportation costs. The more of the resource is transported the larger the transportation costs will become as it is required to be transported further and further away from the city, and these costs are deducted from the company’s profit margin. A large deficit in resource production causes the companies to order resources from Outside Connections. This incurs additional transportation costs and causes a lot of truck traffic which can hinder the physical transportation of the resources to their destination. These transportation costs are of course also deducted from the companies’ profits.

FROM THE RESOURCES…
The zoned industry requires resources that can either be imported from Outside Connections or gained from the Specialized Industry Area within the city. Using these resources the industrial companies process them further into Material Goods. These Material Goods can be then sold to other manufacturing companies for further processing, exported to Outside Connections, or sold to Commercial Companies. Additionally, the Offices function as manufacturing companies, but instead of producing Material Goods they produce Immaterial Goods. Offices require more educated workers and Immaterial Goods which are either produced by other Office companies or imported from outside connections.

...INTO PRODUCTS
At the end of the production chain, all of the produced resources and goods find their way to the end customers, whether they are households in your city or the Outside Connections. Thus commercial companies are at the very end of the production chain. They turn the Goods they buy into products that the households then buy to fill their Resources and Leisure demand.

RESOURCE PRODUCTION FACTORS
To provide a small sneak peek behind the scenes of the simulation we are going to talk about the Resource prices and their weights. The design behind the resource gameplay is influenced by real-life resource logistics, simulating how cities are formed and function in the real world. While these are not directly exposed in the game, all of the resources have several factors which affect the simulation, a couple of these are the price, weight, and space.

Price naturally refers to the actual price of a unit of the resource. The price determines how many units of the resource a household can buy when they restock their household resources. The price of the resource is constant but the availability of the resource contributes to the transportation costs which define the end profit margins for the companies.

Weight refers to the abstracted physical weight of the resource, which affects the resource’s transport cost. Light resources like Pharmaceuticals incur a small transport cost while Stone, Steel, etc. are heavy and in turn, incur high transportation costs.
Heavy stuff should ideally be produced in the city to avoid high transportation costs, but if it needs to be transported, having a ship or train connection is a good way to reduce those costs.

Space affects the profitability of the resources. Some resources require more space for manufacturing than others, and companies that manufacture resources that take up large amounts of space prefer to be located in areas where the Land Value is low so the company can make the most profit.

EXAMPLE: A MINERALS FACTORY
The factory's expenses are mostly dictated by the cost of acquiring its input; stone. As stone is ubiquitous but rather heavy, the transport costs are probably a large part of the cost, making the company more likely to locate near a stone quarry. Additionally, the factory is probably quite large, so it will try to pick a location where the land price is not very high. Another large cost comes from paying the wages of the relatively untrained workers the factory uses. The factory also buys some water and a lot of electricity, the prices of which are set by the player. Lastly, the factory earns money by selling its products to either local electronics or chemical factories or exporting them out of the city. If it has to export, it will also pay the transportation costs and be less profitable. Finally, the player will tax whatever profit is left, or may even subsidize the minerals production if he wants to have more of it produced in the city.


SPECIALIZED INDUSTRIES
In Cities: Skylines the production chain is very simple with four types of raw materials, which can be processed and further turned into goods consumed by commercials. For Cities: Skylines II we wanted to add more depth by providing more specialized industry types, more production variations per resource, and more options to combine those resources into new products.

Specialized industry areas typically require natural resources to function: Fertile Land, Forest, Ore, or Oil, with the exception of Livestock farming and Stone quarrying Specialized Industry Areas which can be built on land without any natural resources. Of the natural resources, Oil and Ore are finite resulting in less and less resources being extracted, while Fertile Land and Forests replenish their resources over time but are vulnerable to pollution.

Cities: Skylines II features 9 different Specialized Industry Areas: You can choose between four types of farming: Livestock farming requires no natural resources, while Grain farming, Vegetable farming, and Cotton farming need to be situated on Fertile Land. Forestry naturally requires Forests, Stone mining can be utilized anywhere on the map, but Coal and Ore mining both need Ore deposits in the ground. Lastly, we have Oil drilling which can extract Oil from underground.

Specialized Industries do not affect the Industry zoning demand and the economy of the companies in the Specialized Industry Areas functions differently as they cannot go bankrupt. Instead, they downsize production and the number of employees when profits are down. This can especially happen if the area runs out of the natural resources.

SPECIALIZED INDUSTRY VEHICLES
Specialized industry vehicles are not part of the normal traffic and do not drive on roads but they still travel on paths created by the simulation when industrial areas are created. The vehicles operate within these specialized industry areas only and gather resources within that area. Once they gather enough, they drop the resources at the main building which then processes the resources and sends them to other companies for further processing as part of the production chain.

05 Farming.png

Specialized industry areas automatically spawn vehicles to harvest and transport resources back to the main building


ECONOMY PANEL
One of the core parts of understanding the city’s economy is of course the Economy Panel. From there you are able to take a deeper look at the city’s finances, loans, taxes, service budgets, and production of different resources within the city. With the tools and information provided in the Economy Panel, you can affect the various parts of the simulation and plan and develop your city.

06 Budget.png

Get a quick overview of your city’s finances with the Budget tab

From the Budget tab, you can take a quick glance at the city’s Revenue, Expenses, and its current Monthly Balance. Additionally, highlighting each section reveals quick details of each of the revenues or expenses on the right side of the panel. It includes a description as well as an overview of where the revenue or expenses come from.

Loans work a bit differently than in Cities: Skylines. Instead of taking one of three loans, there is now only one loan available, but the loan is adjustable and it can be paid back or increased at will. You can take a loan and determine its size by moving the slider right and left; the loan is finalized by using the Accept button. With this same method, you can repay the already existing loan or increase its size to take out even more money. The loan size has a limit that increases on each milestone. The interest rate is based on the size of the loan, and the loan itself is automatically paid back in monthly payments. You can also pay it back manually, either partially or entirely if your city’s finances allow for it. The loan interest rate can be reduced by building the City Hall and the Central Bank.

07 Loan.png

Loans can be costly but can provide your city with the money it needs here and now

Each of the zone types has its own overall tax rate which can be adjusted with sliders. On top of that, you can adjust the taxes of individual groups by expanding the menu for a specific zone type. For the Residential zones, you can adjust taxes per Education level. For Commercial, Industrial, and Office zones you can adjust the tax rates for each of the different product types. Each tax can be set to be between -10% and 30%. Setting negative taxes is a great way to guide the production of different resources to specialize the city in a certain field.

08 Taxes.png

Adjust taxes for each zone type or expand the type to set individual taxes for products or education levels

From the Services tab, you can adjust different city services budgets which affect the service buildings’ Efficiency and in turn the quality of said services. The service budget can range from 50% to 150%.

For Electricity and Water & Sewage, you can also change the Service Fee which affects the consumption of the service but also Company Efficiency and the Happiness of citizens. For example, lowering the Service Fee for Electricity will increase Electricity Consumption, Companies' Efficiency, and the Happiness of the citizens.

With these tools, you can finetune the service output to match the current demand if you so wish. However, an important design aim of these is that they do not need to be constantly micro-managed. But for the more experienced players, they can provide an additional layer of complexity to the simulation.

09 Services.png

You can lower the service budget to save money or if your services more than cover your city’s needs

From the Production tab you can observe each of the Materials, Material Goods, and Immaterial Goods your city is producing, and from that you can also observe whether your city’s production of the resource is either in Surplus or in Deficit. You can highlight each resource to reveal additional information which shows you where the resource can be gained from and where it can be either sold or used. For example, Wood can be produced from Forestry or it can be imported. Wood is also used for Heating and it can further be sold to Processing companies or be Exported to Outside Connections.

10 Production.png

Get an overview of what your city needs and produces locally, and see what Materials are needed to produce a certain product

With this information, you can gain a deeper understanding of what your city is consuming and how much your already existing industry is producing. This will help you plan your city and transportation more efficiently which in turn can help reduce traffic and provide more tax income to your city to realize your dreams. We hope this look into the economic simulation of Cities: Skylines II has given you some ideas of how you can specialize your city and benefit from a balanced production chain. We continue our development diaries next week with a look at Game Progression.


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Great feedback and questions everyone! I'll start by elaborating a bit on how oil and ore deposits work. In Cities: Skylines they would run out completely, leaving you with buildings that stopped working. That isn't the case in Cities: Skylines II, instead as the deposits are depleted, buildings will extract less and less of the resource eating into the profits of the company. With time they might not be able to supply your city's industry, or at least not do so fully, but it's a gradual process. You can supplement your city with imports of the resource, expand the extraction to other resource deposits (if available), or slowly start shifting your industry to other products if you'd like.

Alright, let's get to some questions!

Looks like it has better economy and pop simulation compared to Victoria 3 :D

Also how exactly agents are defined?
Does it have variable size, so small house and huge skyscraper both have one agent, but of different sizes?
That is always one agent per individual building, then there could be some statistical voodoo
Agents are citizens, companies, and city services. A household often consists of multiple citizens and a residential building may house many households. When it comes to companies and city services, one building usually equals one agent.

So, we have pretty granular control now over taxes based on zoning type, education level, and business type... does this extend to Service Fees as well? Can we, e.g., zero out electricity and sewer fees for Uneducated citizens and set higher service fees for offices vs. apartments?
Service fees are tied to the service and are the same for all. If you want to provide your uneducated citizens with a helping hand you can lower their tax or even move it into the negative so the city pays them. Just keep in mind that this also affects the decisions citizens make to get educated - if being uneducated or poorly educated is more profitable than receiving a higher education, then you might struggle to fill educated jobs in the future.

So company profits is both where money sinks and money resource... How should we read it? Or have i missed something?
Company profits remove money from the simulation. Anything a company makes after all their expenses are paid doesn't return to the pool of money circulating the city - it would essentially go to the shareholders. To balance this we have a system that returns money to the simulation, which takes rents, company profits, and the money you spend (both building costs and upkeep costs) and divides them between citizens and companies based on their education and wealth levels. This enables the wheels to keep turning and ensures the agents don't run out of money - essentially simulating the money that would come into the city from outside sources.

It's worth noting that we're talking about the money circulating among agents, not the city's finances that you're in charge of. We only briefly covered the money sinks and sources as a little peek behind the curtain of how we designed the economic simulation, but I hope this helps explain it a bit more. It isn't something that affects you when building your city - beyond ensuring that all agents can still pay their taxes so you can keep building the city.

This post feels a bit more confusing than most! (or maybe I just need more than the 4 hrs of sleep I'm currently running on?) I do really like the idea of rolling production chains into CS2 and am very much looking forward to this. Some thoughts:

General:
  • [Sinks/Sources] - Not sure I'm following how Rent and Profits are both sinks and sources. Is this basically saying it's just simplified things: it's not tracking every individual bit of money, but rather is generalizing it as a sort-of average?
  • [Individual Subsidies] - Can there be direct intervention with individual residents, businesses, industries, etc. to bail them out if we see that they're struggling?
  • [Residence Size] - Could policies encourage larger units in higher-density & low-rent housing types?
  • [Unoccupied Buildings] - Do Unoccupied Buildings have levels of any sort? Like a freshly vacated Level 1 building might just strip off its signs & doodads. A Level 2 has been vacant for awhile and is showing some wear. A Level 3 might be dilapidated and at risk of collapse. Each Level might carry additional costs for it to be reinhabited.
  • [Maps] - Will we be able to see supply/demand maps for various needs & industries, and are there things we can directly do with this information such as plopping down Bossi City Municipal Co-Op in a place that needs a grocery store but maybe because of crime: businesses refuse to locate there? And can use maps to dive into our supply chains to see each building in the process & their paths in-between?
  • [Banking] - Consider whether banking could provide more functionality & itself be a sort of industry: (copied from my post on the Services Dev Diary)
    • One effect might be that taking out loans should be more of a matter of regular practice rather than something that feels like you're losing at the game. And the more loans you have: the more value the banks have, and the more value banks have: the more it can be reinvested into new private growth. So basically: taking out loans boosts growth demand.
    • Creating a municipal bank might improve equity for lower wealth uses and provide sort of a "welfare for businesses & industry" service. There are a number of ways this could potentially be modeled... one approach (but possibly overly confusing) would be to have an additional resource called Credit which can be expended before spending actual funds, with Credit linked to how much wealth users are storing in the municipal bank. (taking some cues from Victoria 3 here)
Industries:
  • [Industry Labor] - Are industries presumed to be very labor-intensive, or are they relatively labor-light as automation takes over? Or is there both, and managing increasing automation itself becomes a task to manage?
  • [Non-Renewable Resources] - How substantive will non-renewable resources be? In CS1 it felt like mega-deposits of fossil fuels would just be mined up in a few years & were basically a quick buck. As opposed to being able to create a mining town that grows around a particular resource over decades, then gradually diminishes over maybe 10-30 years.
  • [Industry Types] - (copied from my post on the Services Dev Diary) I'd love to see these: Aerospace, Automotive, Agricultural, Art, Boating, Concrete, Consulting, Construction, Data, Electronics, Finance, Fishing, Food, Furniture, Governmental, Legal, Manufacturing, Media, Medical, Mining, Petrochemical, Science, Smelting, Textiles, Timber, Tourism, and maybe a catch-all Consumables for everything else in-between. The more the merrier as far as I'm concerned!
  • [Low-Polluting Industries] - Will we be able to encourage low-pollution industries that might be co-habitable with residential uses? I'm thinking art/maker spaces, breweries, electrified machine shops, etc.
  • [Company Locating] - How is the weighting balanced between Industrial Companies wanting to be between the Resources Producers vs Commercial Companies, and Commercial Companies wanting to be near the Industries vs Residents? Is there risk of ending up with Commercial Companies in more industrial areas, or Industrial Companies in more commercial areas, or does the balance feel right?
  • [Reevaluations] - How often do industries reevaluate their production? I imagine this is an update check that kicks off maybe every few months, and I'd guess it's probably a resource-intensive effort. Could this result in lag spikes if they all kick off at, say, the 1st of the year? Or are reevaluations staggered? Or do they only trigger under certain conditions that are maybe less resource-intensive to measure?
  • [Warehousing]- It seems like warehousing is a pretty simplified catch-all, which is fine initially but a potentially interesting DLC might be to dive deeper into distribution with things like Distribution Centers and Urban/Unified Mobility Centers, or policies that setup parcel cars on city passenger rail, encourage bike-based parcel delivery, allow local post offices to serve as parcel hubs, and the need for delivery (or pickup/dropoff) zones along streets for trucks and such.
  • [Quarries] - I'm assuming the answer is Yes, but do quarries deform the land the longer they operate? And is there a point where the quarry is no longer sustainable due to the size of the land it's on (that is: they've dug down as steep as they can), and could policies affect that (like a policy that allows slack regulations: sure you can make your quarry walls even steeper; surely nothing bad will happen)
  • [Specialized Bankruptcy]- It feels strange that Specialized Industries seem immune from the effects that other industries experience. I assume there was some logical reason y'all did this which I'm not thinking of? Because my initial reaction is that they should also be able to go bust.
  • [Specialized Agriculture] - It feels weird for the player to define whether an agricultural area should be Grain, Vegetable, or Cotton. Or does the player just choose a single Agricultural specialized industry & the market will figure out which to grow? Or are there different types of Fertile Land / Climates which might be better for one over the other?
  • [Specialized Vehicles] - It'd be neat to have some traffic effects from specialized industry vehicles... anyone who's ever lived around farms knows well the experience of being stuck behind slow-moving farm machinery. And specialized industry vehicles might potentially put more wear on roadways, perhaps upping road maintenance costs in those areas (unless that's too unnecessarily difficult to code, which it almost surely is for rather little gameplay payoff)
  • [Commercial Non-Res Companies] - Are there commercial companies that sell primarily to non-residential uses, and would locate accordingly? Like a business selling heavy machinery to other industries in the city? Or is that all handled directly between industries, without the commercial middleman?

Thanks!!
I won't be able to answer all questions, but I'll go through the ones I can answer today.
  • [Individual Subsidies] - Not specific companies no, but you can subsidize an industry if you find that for example textile factories are struggling to make a profit.
  • [Residence Size] - Size of apartments is tied to the individual zone types.
  • [Maps] - When zoning a specific zone type you will see an info view highlighting which areas of the city are more or less suitable for that zone type, but it is not tied to specific products. The simulation determines this itself, so a grocery store company will start its business in an area that does not have similar shops nearby. Essentially, supply and demand determine which companies will inhabit which parts of your city.
  • [Specialized Bankruptcy] - As the natural resource gets depleted the specialized industry is able to extract less and less. Eventually, they will no longer be profitable. Since they can't go bankrupt, they can continue extracting the resource and supply your industry, you just lose out on the tax income when they don't make a profit.
  • [Commercial Non-Res Companies] - No. While offices and tourists will buy some of the same products that residents use, there aren't any exclusive business-to-business commercial companies.

Recalling DevDiary 4: Zones & Signature Buildings, your city could get specializations if it met certain thresholds. While the wording remained vague on the what the threshold would be (thinkable are: total amount of goods, percantage of total production, amount of agents that produce the same goods clustered together - or any combination thereof) the exact criteria is of less of an interest (to me) as whether we get tools to steer our city into a specific direction aside from city wide tax cuts.

Specifically: will we be able to adjust taxes for set districts to attract certain industries or will we be able to set a harbour or cargo train station to import a certain type of good primarily or even exclusively?
Taxes are the most direct way you can influence which products are produced in your city, but you can also look into which raw materials are needed and make sure to produce those locally and make sure areas producing those products are well connected and have more cost-effective options to import what they need.

If you lowered taxes for one industry, would companies in other industries complain/be unhappy?
Happiness doesn't exist for companies the same way it does for residents. Instead, a company's profitability is what matters, and as you can imagine, reducing tax for another industry either doesn't affect them or if the industry produces products they use, it might benefit them slightly.
 
Education levels seems to be similar to wage weights in Victoria 3.
How exactly education level tax work?

It should depend on jobs where pops work, not on pop education level itself.
If my city is 90% Uneducaded jobs but 90% of people are highly educated, then 90% of people would count as Uneducated for taxation purposes.
 
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I am assuming that like in CS:1, a highly educated citizen can take a job that is rated for uneducated workers. I am assuming that uneducated level jobs are lower wage and high education level jobs are much higher wage. Please say if either of these assumptions are incorrect.

So will a highly educated citizen who has a high education job (with presumably a high wage) be taxed the same as highly educated citizen who has a low education job (with presumably a low wage)? Assuming equivalent tax rates across the education levels, of course.

Is the tax still pulled from the citizen's income? So if:

- Uneducated taxes are at 10%, and highly educated taxes are at 12%.
- An uneducated citizen and a highly educated citizen are working equivalent level jobs, and so are pulling equivalent wages, call the income X.

- Then the first citizen will pay 10% of X as taxes and the highly educated citizen will pay 12% of X as taxes. This would mean that the taxes are still pulled from citizens' income, and that the education level establishes the tax brackets.

I'm really hoping that this is the scenario. Because otherwise I can't think how taxes would work. Whatever your tax rate is, it has to be a percentage of something. If not income, as from a job, then where exactly, is the tax money being pulled from?

I admit I'm having trouble wrapping my head around this. I'm used to the real world (at least where I live, in America), where one is taxed based on one's income. That is, the tax brackets are set on income, and then the tax paid is pulled from income. It appears that the game is tracking citizens' employment status, and also wealth status, and so I don't understand why taxes on citizens are not based on that, rather than education level.
 
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Great feedback and questions everyone! I'll start by elaborating a bit on how oil and ore deposits work. In Cities: Skylines they would run out completely, leaving you with buildings that stopped working. That isn't the case in Cities: Skylines II, instead as the deposits are depleted, buildings will extract less and less of the resource eating into the profits of the company. With time they might not be able to supply your city's industry, or at least not do so fully, but it's a gradual process. You can supplement your city with imports of the resource, expand the extraction to other resource deposits (if available), or slowly start shifting your industry to other products if you'd like.

Thank you for the response to this issue. Can we have some clarity as to the limits of this depletion? In particular, is there a hard floor for resource extraction or does it gradually (perhaps asymptotically) approach 0?

Personally, I'd prefer a moderate but constant and infinite resource extraction rate than a setup that starts strong and deteriorates over time. I know it's not realistic, but this is a game and I don't want there to be any feeling of necessity when it comes to revisiting an existing part of a city. I am happy to revisit an area to correct a mistake or implement a new idea, but I don't want to feel like the game is forcing me to do so (in this case, because of the impact on finances). I just want to play in my sandbox, please.
 
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When it comes to companies and city services, one building usually equals one agent.
Sadly not everywhere, so if you gonna add another themes it needs to be overhauled. And I can compare to malls, even here in US theme it logically can't consist of one and only shop inside, you know...
 
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Would be cool to see an overview about the different production chains. I liked a lot what I saw in the video.
Also nice to see that resources never really run out, making them less efficient is fair.
 
Education levels seems to be similar to wage weights in Victoria 3.
How exactly education level tax work?

It should depend on jobs where pops work, not on pop education level itself.
If my city is 90% Uneducaded jobs but 90% of people are highly educated, then 90% of people would count as Uneducated for taxation purposes.
Citizens are taxed based on their education level, not the education level of their job.

Thank you for the response to this issue. Can we have some clarity as to the limits of this depletion? In particular, is there a hard floor for resource extraction or does it gradually (perhaps asymptotically) approach 0?

Personally, I'd prefer a moderate but constant and infinite resource extraction rate than a setup that starts strong and deteriorates over time. I know it's not realistic, but this is a game and I don't want there to be any feeling of necessity when it comes to revisiting an existing part of a city. I am happy to revisit an area to correct a mistake or implement a new idea, but I don't want to feel like the game is forcing me to do so (in this case, because of the impact on finances). I just want to play in my sandbox, please.
It becomes less and less but never runs out completely. So your ore/oil industry will always extract some raw materials, the amount just gets reduced over time as the despot depletes. Does that answer your question?

Will there be a fishing industry in a dlc ir something?
We aren't quite ready to discuss post-launch content, that's a topic for after release, but we're always interested in hearing what you hope to see added.
 
Citizens are taxed based on their education level, not the education level of their job.
But why? Is this to represent student loans somehow? This sounds very confusing.
 
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It becomes less and less but never runs out completely. So your ore/oil industry will always extract some raw materials, the amount just gets reduced over time as the despot depletes. Does that answer your question?

It's still a little more ambiguous than I'd like. I was hoping for some indication of how close it will get to 0, perhaps relative to initial output to still keep things somewhat vague. But I expect it's the best you can give at this point. Thank you.
 
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It becomes less and less but never runs out completely. So your ore/oil industry will always extract some raw materials, the amount just gets reduced over time as the despot depletes. Does that answer your question?

I think the clarification request about deposit depletion was about the math that determines what the "floor" of the extraction rate in the longest possible simulation terms. So lets say you can place an extractor on a deposit that generates like 100 tons per week or month or whatever. It can become "less and less" but approach and never go below like 50 tons per week, or it can become less and less and never go below 20 tons, or its can be less and less and approach 0 and if you simulate long enough you might be getting some extraction but its infinitesimally small. I, at least, am curious about whether there is a "floor" level in the math that is above zero, or will the deposit on a long enough scale, produce such a tiny amount that its basically zero.
 
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I heard Henri saying that we can see all farm animals walking in the area, does that mean that we can raise all of the common types of livestock (like cows, bulls, sheep, pigs, ducks...)?
 
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I think the clarification request about deposit depletion was about the math that determines what the "floor" of the extraction rate in the longest possible simulation terms. So lets say you can place an extractor on a deposit that generates like 100 tons per week or month or whatever. It can become "less and less" but approach and never go below like 50 tons per week, or it can become less and less and never go below 20 tons, or its can be less and less and approach 0 and if you simulate long enough you might be getting some extraction but its infinitesimally small. I, at least, am curious about whether there is a "floor" level in the math that is above zero, or will the deposit on a long enough scale, produce such a tiny amount that its basically zero.
I hope it's not Y=1/X.
 
Hey Avanya, (and the rest of the team, of course:))
What another wonderful developer diary! Now, I have three questions:

1.) Do homeless people build some simple structures in the parks where they sleep, like some cardboards to sleep on?
2.) How rich can citizents get? + we saw some helicopters in the trailer - It would be pretty cool if those "lucky bastards" could own a few private helis, boats, heck even jets in the future. Just saying.
3.) What's the highest possible job in C:S2 for its citizents? CEO? Mayor ;)?

Thanks for answering in an advance,
 
Citizens are taxed based on their education level, not the education level of their job.
So it creates perfect conditions for brain drain, unless you tax all education levels equally.
If tax rate would be progressive, then overqualified sims would try to move out of city ASAP.
Or at least tax evade, as you have imbalance of each education level.
 
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It becomes less and less but never runs out completely. So your ore/oil industry will always extract some raw materials, the amount just gets reduced over time as the despot depletes. Does that answer your question?
I think we're also concerned about the rate of depletion. Resource depletion in a factory-builder is fine (and expected) since expanding and extracting new resources is part of the main focus of the game. Resource depletion in Cities Skylines is more of a side-feature of the simulation and since it only impacts two specific industries, it would lead to a "why bother?" approach in the first game.

In CS2, the timescale of depletion is still going to matter. If resources deplete at a rate that makes the industry unprofitable in 2 years, I suspect most people won't bother with oil/ore extraction like in the first game because the hassle vs reward isn't there. That's a different story if the unprofitable timeline is 10 years or 20 years, especially since some players play their cities for 50 years. Having to readjust local specialized industry three or four times on a map is a different experience than having to deal with it 40 times, if that makes sense.
 
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I think we're also concerned about the rate of depletion. Resource depletion in a factory-builder is fine (and expected) since expanding and extracting new resources is part of the main focus of the game. Resource depletion in Cities Skylines is more of a side-feature of the simulation and since it only impacts two specific industries, it would lead to a "why bother?" approach in the first game.

In CS2, the timescale of depletion is still going to matter. If resources deplete at a rate that makes the industry unprofitable in 2 years, I suspect most people won't bother with oil/ore extraction like in the first game because the hassle vs reward isn't there. That's a different story if the unprofitable timeline is 10 years or 20 years, especially since some players play their cities for 50 years. Having to readjust local specialized industry three or four times on a map is a different experience than having to deal with it 40 times, if that makes sense.
Imo what would make sense most is either:

opt 1:
1/ In the first years (could be whatever timeframe) the industry is more profitable than any non-ressource consuming industry.
2/ Afterwards it profit is gradually reduced to be as profitable as any other industry.

opt 2:
1/ In the first years (could be whatever timeframe) the iinustry produces an amount of ressources that makes these ressources cheaper than imports.
2/ Afterwards its production is gradually reduced to make the ressources as expensive as imports.
 
So it creates perfect conditions for brain drain, unless you tax all education levels equally.
If tax rate would be progressive, then overqualified sims would try to move out of city ASAP.
Or at least tax evade, as you have imbalance of each education level.
Question is if Cims are always payed in accordance with their education level or im accordance with the education level required for their job.

If I understand correctly the dev diary than it is the latter one. That would mean that education level is strictly proportional to income, which again would translate in the tax level being income related.
I think it might make more sense to change the labeling in this case.