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Economy 2.0 Dev Diary #1

Hello again! We are back with another development diary. This time we look at the economy re-work or as we like to call it “Economy 2.0” set to release within the upcoming two weeks. You’ve shared a lot of great feedback with us, from bringing bugs to our attention to sharing how you feel while playing the game. As we went through your feedback, it became clear that certain systems, particularly the economic simulation, weren’t transparent enough and didn’t allow you enough control over your city. We felt this was important to improve, so for the past few months, we have overhauled several systems based on your feedback.

Before we get into the nitty-gritty of these changes, we want to thank you for the detailed and constructive feedback you shared. It really helped us understand what issues you experienced, what information you lacked, and how we could improve things. We look forward to hearing your feedback following these changes so we can continue to work on improving Cities: Skylines II and make it the best it possibly can be.

Alright, let’s get to it! Our goal with Economy 2.0 was to make the systems more straightforward and responsive, so you can make more meaningful choices and have more control over the various gameplay aspects. This means fewer safeguards and automated systems that work invisibly under the surface and an increased level of challenge. We still aim for the game to be playable without paying too much attention to where and how money and resources flow in the city so new players have a chance to succeed, while still leaving room for experienced players to benefit from optimizing their city. We’ll get into the details below but to give you a quick overview here are the major changes of Economy 2.0:

  • Government Subsidies have been removed to make the economy more challenging and transparent
  • Importing City Services from Outside Connections now has a toggle and a fee
  • City Service Upkeep costs have been increased
  • Calculations for Demand have been improved
  • New calculations for rent and household spending allow citizens to afford to live in Low Density Residential
  • The production chain has been rebalanced to bring tax income to a more reasonable level


THE ECONOMY
A key point in the feedback we received was that the game didn’t challenge many of you when it comes to managing the city’s finances. Striking the right balance is hard. We want new players to be able to dive into the game while still providing players from Cities: Skylines or long-term fans of the city-building genre a challenge. We introduced Government Subsidies in Cities: Skylines II to act as a helping hand as your city got established, allowing them to scale with expenses. But they also removed agency and consequences from the game. Why build a city with a well-balanced economy if the government will cover all the expenses of your Utopia?

We considered several approaches to Government Subsidies but in the end, we decided to completely remove them from the city budget. This puts you in full control of your city’s finances and gives you a reason to consider what you spend your money on and when. It will be up to you to create a profitable city, and when you succeed, you get to take all the credit. If you struggle to get the hang of it, the in-game tutorials are there to help you out and the tips can always be accessed through the Advisor (the question mark in the top-right corner of the screen). And of course, you can always ask us or your fellow players for help.

MONEY
Money makes the world, or in this case the city, go round. In Cities: Skylines II, money circulates both within the city and in and out of the simulation through money sources and sinks. We work with 4 entities in Cities: Skylines II:
  • You, the player/the city
  • Households
  • Companies
  • Abstracted investors

Each of these has ways they can gain or lose money, some of which are preset and automatic, some of which are within your control. Below we have a quick overview of these to give you a sense of how money flows in your city, and how you can affect it.

Money.png


CITY SERVICES
As you can see, City Service construction and upkeep, along with roads of course, are where most (if not all) of your money goes. In Economy 2.0 we’ve rebalanced the costs of City Services which includes a significant increase in the upkeep costs. Our goal here is to give your choices more meaning as your city grows. Is your city’s economy strong enough to afford a University or will you have to increase taxes to pay for it? Can you afford to improve the city’s mail service to make citizens happy or will that have to wait until your economy is more stable? These are the kinds of questions we hope you will be asking yourself as you play with the update.

But services aren’t just available locally in your city. Your neighbors can provide you with garbage trucks or ambulances from Outside Connections if your city isn’t quite able to provide those for your citizens yet. With our initial design, the only cost of importing services (excluding Electricity and Water and Sewage) was the time it took the service vehicles to arrive and perform the needed tasks. Economy 2.0 changes that by adding a fee for importing services, which scales with the city’s population.

Now, we can’t add a fee and not give you a way to avoid it, so we have added a new City Policy called Import City Services. It works as a toggle: When it’s enabled your city can and will import services that are lacking in your city, and when it’s disabled, which is the default, your city relies on what’s available locally. In its current form, it’s an all-or-nothing toggle, but we are considering expanding the service import to give you more control. What do you think, any particular direction you would like us to take? We’d love to hear your thoughts.

CityPolicy.png

City Policies can be found by clicking the City Information button next to the demand bars


LIFE IN THE CITY
While we call this systems rework “Economy 2.0” it affects more than just the economic simulation. To complement both the changes to the financial side of the game and the improvements to the Land Value system in patch 1.1.0f1, we’ve made improvements to Demand, Rent, Education, and Citizen Happiness. These changes affect your citizens’ lives, and how and where they choose to live.

DEMAND
Most noticeable are the changes to how Demand is calculated, allowing it to be more responsive and more accurately reflect the state of the city at any given time. Residential demand has been expanded so the desired density is tied to the size and wealth of households. On average low density residential is the most expensive type of housing as a single household is responsible for the building’s expenses (paying Rent and Upkeep), while residents in medium and high density can split the costs. When wealthier households move into the city, the demand for low density increases, and when citizens with lower wealth, such as students, want to move in, the demand for high density goes up. Similarly, families will want more space, preferring low or medium density homes, while singles are perfectly happy with the smaller homes found in high density apartment complexes.

The type of households that spawn are determined by the average citizen happiness, homelessness in the city, the residential tax rates, available education spots, and open job positions.

Turning our attention to commercial demand, it’s now more closely tied to what households need. The more households consume, the more demand for commercial zones you’ll see. We’ve tweaked the household need for shopping, forcing them to pay rent and consider the garbage fee before going shopping. Furthermore, we have also tied the types of companies that can inhabit commercial buildings more closely to the products citizens consume. This means you’re less likely to see a bunch of the same companies spawn as the simulation seeks to provide a more varied selection of products for your citizens.

Both office and industry demand have been adjusted to a more reasonable level to match the other zone types, and their interactions with commercial have been strengthened, so you can produce what your shops need locally. Additionally, industry now has more workplaces so you can satisfy the demand more easily.

EDUCATION AND WORK
We’ve made tweaks to education before, particularly to encourage more teens to go to high school, but we didn’t quite reach our goals, so Economy 2.0 includes further improvements to the education system. Children always go to elementary school if the city has one with available student spots, while teens have a high chance of going to high school. Some will still choose to work, especially if no school is available, but you should see more teens in high school. We’ve also improved the chance they graduate from both elementary and high school, and for those adults who didn’t get their high school diploma, there is now a chance, albeit low, to apply to a high school with available student spots so that they can graduate.

Teens and adults can both join the workforce if there are suitable jobs for them. However, if they have health problems, such as being sick or injured, they don’t count as employable citizens and will need to recover before they can work. They may find work in the city, if any job positions with their skill level or lower are available, or they may resort to finding work in a neighboring city, though working in Outside Connections is less desirable with this rework.

If they cannot find work, they become unemployed and receive unemployment from the government. However, this option is only available for a limited time, so if you don’t provide them with suitable jobs, they will eventually have no other option than to leave the city as they cannot pay their rent.


BUILDING A BUSINESS
Your city consists of more than just citizens though, many businesses make it their home too, and demand isn’t the only thing we tweaked for commercial, industry, and office. Let’s take a look at what else has changed, starting with production. You already know the basics: One or more input resources are processed and turned into a more refined product, which requires both workers and time. Higher education level workers do this more efficiently (they work smarter, not harder), and each product has a certain amount of work needed to produce one unit. Previously, the game calculated the amount of work needed at the start of the game, but we have changed that to a preconfigured amount to make the game more predictable and allow us to finetune things. Additionally, we have adjusted the amount of work needed to produce a single unit for all products reducing the overall production, which in turn reduces the company profits, and by extension, the amount of tax you can collect from them.

But that’s not all. The price of resources has been adjusted as well as how it’s calculated. It now has two parts: A discounted price paid by industrial companies when they purchase materials for their production, and a normal price for commercial companies to purchase the goods. The two prices are then combined into one as they’re sold to consumers, allowing everyone to profit (hopefully, at least) from the sales. But don’t worry about the consumers, we have also increased the wages companies pay so the citizens can afford both their homes and the resources they need.

Alright, that was a lot of information! With that, we’ll end today’s dev diary, but don’t miss part 2 coming next week where we look at Rent, Building Upgrades, and what happens to existing cities. In the meantime, we’d love to hear your thoughts on what’s to come. Any changes you’re particularly excited about? Any that leave you with questions? Let us know in the comments below.
 
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Any chance you can make the subsidies an option when starting the game?

Besides that, this stuff looks good. We like positive communication explaining whats happening.
Overall, I think the contents of the diary is the right way to move forward, but this passage is aggravating me nevertheless.
Where and when did the notion start that "New Player = too dumb to be challenged"? I mean, it's not only CO but other companies too. They dumb down their games with the idea that this will push engagement and player numbers, but more often than not, the game dies off because it is too simple to keep players engaged.

Also, it always sounds condescending: "Oh, you new players are so simple and scared, better not provide any challange that will keep you from enjoying our game!"

And as always, everybody gets disappointed in the end, new and old players alike. This is not even hyperbolic; this is literally what happened to CS2.
Thats a good point
 
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"We still aim for the game to be playable without paying too much attention to where and how money and resources flow in the city so new players have a chance to succeed"

This bothers me a lot! Its never a good idea to make a "new player" experience "easier" at the expense of the veteran player. Video gamers are problem solvers by nature, they will figure it out. This is a simulation game not adobe city painter. Why do you have an unlimited money option built right into the game if its not going to matter in the first place?

Did you disable teleporting resources? They should not be able to teleport period.

I would love to see individual toggles for importing of all types of resources. This goes along with a possible feature that could be in Cities Skylines 2 and that is the ability to have a city, then make another city, but have it have an outside connection with your first city.
 
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PDX-published games' business model relies on selling DLC for the next 5+ years. Your goal should be to keep players engaged. New players are new only for a few hours. If you focus all your design on this very short time window and the game is shallow beyond this point, you have a game that does not work for your business model. Players going into city management games are looking for management and complexity. Again, I'm not sure who you are trying to appeal to. I think the change of game designer compared to all your previous games has led to a loss of focus and a misunderstanding of the sort of games you are building. I am no business expert, but this sounds like a losing proposition. Maybe you will sell many games at first, but there will not be enough people left around to support DLCs.
 
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PDX-published games' business model relies on selling DLC for the next 5+ years. Your goal should be to keep players engaged. New players are new only for a few hours. If you focus all your design on this very short time window and the game is shallow beyond this point, you have a game that does not work for your business model. Players going into city management games are looking for management and complexity. Again, I'm not sure who you are trying to appeal to. I think the change of game designer compared to all your previous games has led to a loss of focus and a misunderstanding of the sort of games you are building. I am no business expert, but this sounds like a losing proposition. Maybe you will sell many games at first, but there will not be enough people left around to support DLCs.
Your point is very correct and should be taken very seriously. I was foaming at the mouth for this game, its too late for me to refund it, and there is currently very little incentive to start the game again in its watered down state.
They did a super short sighted move by releasing the game in a alpha state, so why would you not expect more short sighted moves? If the CEO cant see that and if paradox cant see their blunders then they have caused me to 100% not care about pre ordering a game again since they were the last ones I thought could create something special.
 
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The price of resources has been adjusted as well as how it’s calculated. It now has two parts: A discounted price paid by industrial companies when they purchase materials for their production, and a normal price for commercial companies to purchase the goods. The two prices are then combined into one as they’re sold to consumers, allowing everyone to profit (hopefully, at least) from the sales. But don’t worry about the consumers, we have also increased the wages companies pay so the citizens can afford both their homes and the resources they need.
I don't get this paragraph.

First of all, how is the price of raw materials calculated?
Secondly, shouldn't the calculation run as follows (all numbers and percentages are just for display purposes):
a) price per raw material
b) plus related wages
c) plus a mark up for profit
where the markup has to be sufficient to cover the taxes AND give a reasonable profit.
(And I have even left out costs like energy, water, services, transportation just to keep the example simple)

Let's say your company produces a one material product.
a) 1 item of raw material (100)
b) related wages (+100 = total cost so far 200)
c) 10% mark up (+20 => 220 sales price)
Sales price minus costs makes a raw profit of 20 before taxes, of which then 10% taxes will be deducted, leaving the company with a profit of 18 per item produced.

You make it sound like any industrial customer would get that product for say 200, while for the household it would in the first instance be the full 220 from above.
But then you add both prices (for whatever reason) and (assumedly) divide by 2 = 210. Else it would be 420 for the household.

So in the first case the household only pays 210, but the producing company doesn't make any profit (and therefore, wouldn't pay taxes as I assume).
In the second case the producing company still doesn't make any profit (no taxes then), but the household pays 420 and the commercial company is profitable like hell.

So, I would really like to know how you are calculating prices in the game. Both locally and "regionally". Please?
 
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I don't get this paragraph.

This is how I understand it (numbers are completely out of my butt).

The industrial company spends $75. That $75 pays for the lumber and the associated costs of manufacturing the lumber into a set of chairs. Costs like wages and transportation of goods.

The commercial company spends $100 to purchase that set of chairs from the industrial company. The industrial company makes a $25 profit from the sale of those chairs. The commercial company turns around and sells that set of chairs for $150, making a profit of $50.
 
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Looking good thanks for the work and care.

Would it be possible to have a detailed tax control by district ? For example . If you have an area of the map where farming is the focus but when you add a industrial zoning random companies producing oil based products of what ever start appearing . This could be controlled by increasing taxes of unwanted industries to the point that it's not profitable to open in that area . Making place for farming industries and grain silos instead of plastic,,,, That would be a good addition in my opinion.
 
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Let's start by saying this is the best communication since the start of CS2. My compliments!

I certainly was one of the persons reporting that the game contains no challenge, so I'm glad to see something is being done about it. But, I was also one of the persons saying that changing 'the economy' will only work AFTER solving the bugs.
- High and medium residential buildings are being abandoned due to a bug in the postal services (no mail being picked up from cargo stations and cargo harbors, most mail boxes are not being used). I'm not reading in this communication that the bug has been solved, so I fear problems with residential buildings will remain,
- Industrial buildings are being abandoned due to all vehicles being in maintenance permanently. I'm not reading either this bug has been solved.
- The changes in education sound good, however they depend on citizen statistics. Those statistics are currently off. Babies are having jobs, mature people are going to elementary school, just like homeless people. These are just a few examples of many impossibilities, that will for sure not result in logical behavior around education. I'm not reading either this has been improved.

Altogether, I'm really worried Colossal Order is once again doing things in the wrong order. Step 1 shall be: solve the bugs.

Furthermore, I very much agree with @carlosdels22
When wrong mechanisms remain wrong, you will not get things right.
I would like to add another one: in most (western) countries going to high school is mandatory until 16 years old, while leaving elementary school is at 12 years old., As a result of this, the ratio "elementary school students vs high school students" is about 5/3. Following such straighforward real-life principles would make it much easier to get the right balance in CS2 as well. Instead, CS2 is basing the education system on being a teen. Although CS2 wiki doesn't detail the definition of teen, I assume this means as from age = 11 until age = 19?

(observations I've made over time about Cities: Skylines 2's taxes. I may be wrong on some, and others may appear in developer diaries in the future. Sorry for the huge text)

OBSERVATIONS ABOUT CITIES 2'S TAX SYSTEM

Well, this is something I've been complaining about since before the game's release: the economic system. They announced that the game would have a "mega complete super economic system" and indeed, it is very complete. But there are some strange things to note about this system.
1 - "High rent": Rent is not equivalent to tax. If rent is not equivalent to tax, does that mean that only a small part of the city has its own residence? Since, even though they reduce taxes, they still complain about high rent. And if you change the zoning of the area where the houses were complaining about high rent, it will take a long time (and a long time) to build medium-density buildings there.
2 - Tax collection: The most wrong thing, in my humble opinion. Since before the game was released, I have been talking about how wrong it is to charge taxes based on a citizen's level of education, since EDUCATION DOES NOT MEAN WEALTH, and there are poorly educated rich people and very well educated poor people, and this applies to the game. It is not possible to charge taxes in a way that helps the poorest to move up the social class, since, in theory, the poorest would be the least educated, and the richest would be the most educated. I took an example from my own city: the richest pay less tax than the poorest just because of their level of education (it's a great way to evade taxes). " but the higher the level of education, the better the opportunity to get a job that pays more." Indeed, by the time citizens get a job that pays more, they will probably have already succumbed to poverty, just imagine a city with moderate unemployment. And I'll say more: This form of tax collection is even a certain "disincentive" to education, since it's as I said before: education does not mean wealth. The guy will become more educated, and will pay more taxes before he even starts to get rich. What's the logic? The charge should be across social classes in fact, since there are no "rich poor" or "poor rich". Colossal should pay more attention to the actual social classes in the game, as they are part of the economic system. This would also make it possible to create more "peripheral" neighborhoods and richer neighborhoods. It's not impossible, as there is even "affordable housing" zoning in the game. Anyway, sorry for the text, these are just boring observations about tax collection.
 
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I'm sure it won't be a popular opinion, but I don't like this approach to rents, profits, fees, etc., going into details about the fact that the household only goes shopping after paying for the garbage fee...
IMHO this is completely unnecessary for a city-builder and a waste of computer processing power. Well, and because of that they need some sort of reduction factors in game, so instead of watching living big city with crowder downtowns, game must calculate the salary of a hot dog seller).

The first part was Cities: Skylines. The second one looks like Cities:Sims or something. I guess I have no choice, but to stay with C:S1.
 
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As devs mentioned, families prefer low and medium density housing. And as can be seen in well build cities in Europe (I would put light on Netherlands specifically), medium density is enough for families even with three kids. There is a reason why all US suburbs lose lot of money, while not having Public transoport, parks and such.

I would direct you to Not Just Bikes series on Strong Towns to see what I mean. However in short Low density resident is only type of development that loses money, due to cost of mantience. True freedom is able not to use car, and just use an alternative, which Suburbs usually dont have. Real freedom is being able to walk/bike to shop/school/work, instead of having to drive. All these things are much easier achieved in Medium(especial mixed) developments. Also they are free not too move to my city, that is purely their choice :D I would be more in favour of low density zoning if i would have ability to build multi generational homes, as are seen in many places in europe, where can live up to three generations of family confortably together.
As someone who has lived both in the suburbs and medium/high density areas, they are both have pros and cons, but owning your own building with space for your own yard and a driveway for your car is an appealing luxury. Suburban developers are selling the feeling of independence that comes from living in the country to high salary professionals who work in the city and don’t have time to actually maintain the country lifestyle, and that is very appealing for those who are trying to live in the best of both worlds.

The high cost of suburbs is because the city must build and maintain extended infrastructure (long roads, pipes, power lines, etc.) to serve a spread out population. The extended infrastructure of a suburb is more expensive than a compact infrastructure network of a higher density urban style development and the low density population doesn’t provide as much tax money for the city to maintain the infrastructure network. So it hurts the city’s bank account twice.

From a player perspective, I’d love a game progression that followed something like this:

1) Early game - Start with less money, unlocked specialized industry, and create a new Rural Residential low density zoning, infrastructure, and services intended for low/mid income/education people who prefer jobs in the specialized industries (farming, forestry, mining, etc.). Rural residential zoning would rely on wells, so they would not require pipes or pumps if they are constructed near a lake/river or over ground water, and their sewage would be removed using trucks. Rural roads should be very cheap and without pipes, electricity lines, or streetlights. Rural services should be smaller in size with less employees. This will allow the player to open their game and build a foundation with a simple, low cost start while building money with specialized industry. Paying attention to water and resource locations are important during the early game.

2) Mid game - As the player stars to build more services and the city population becomes more educated, demand for medium/higher residential density with the need for city maintained utilities should start to rise as young, educated workers who may not be wealthy enough to own a car prefer office and commercial jobs, universities, and entertainment all within walking distance. The player is now challenged to manage the transition of their town from rural to urban.

3) Late game - The urban core has been developed, universities and businesses are established, the economy is thriving, and now demand for low density suburbs from wealthy, highly educated people who work in the city becomes a challenge. They need all the amenities and employment of city life, but want the space that rural life has to offer. They require low density residential, but unlike rural residential, all of the infrastructure of the city is still needed with full access to office and commercial jobs. Construction and maintenance cost of infrastructure should be balanced to give the player a challenge between satisfying the desire for suburban luxury and paying for the infrastructure to support it.
 
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Let intercity trains stop in our cities!!!! Just like in CS1! Bring back intercity buses! Let us put in a train station, and intercity bus stop, from the start of the game so Cims can use them to enter the city instead of using taxis or use them to travel to school or work in other towns. I hate that those trains roll through the map and serve NO purpose at all
 
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I'm not reading either this bug has been solved.
Maybe because this post was about rebalancing the game, not bugfixes. You can bet the patch notes will have a fair amount of those even if they aren't mentioned anywhere before.
Let intercity trains stop in our cities!!!! Just like in CS1! Bring back intercity buses! Let us put in a train station, and intercity bus stop, from the start of the game so Cims can use them to enter the city instead of using taxis or use them to travel to school or work in other towns. I hate that those trains roll through the map and serve NO purpose at all
You know you can set up your lines to outside connections, right? Buses and trains can be unlocked fairy early so your need for intercity public transport is resolved before the city starts to take shape.
 
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After watching CityPlannerPlays most recent video about his discussion with people over at CO and Paradox, I've been cautiously optimistic! I know you guys have received a lot of criticism since launch, but your commitment to improving the game and to connecting with the player base is extremely admirable and keeps me playing too. I am excited for Economy 2.0 and the future of CS2!

I do have a couple suggestion though! One of my favorite new features in CS2 is the ability to bookmark people and check up on what they're doing, where they work, when the move and so forth. I think there is a golden opportunity to include some of the economy data in that person-details window. I would love to be able to see how much money people make and how much they spend on rent and other things. While of course the info views are helpful for understanding the macroeconomics going on, getting samples by looking at individual people is also really fun.

For example, one of my favorite cims in my city is a lady I just randomly found one day walking her 6 dogs. I have since bookmarked her and nicknamed her "DOG LADY". Creative, I know but now she has a family as well as her 5 dogs (RIP Sparky). Being able to find cims who are truly one of a kind is a fun thing to do! I want to know and see in someone's lifepath when they get a new job that pays more, or see if their rent has gone up and by how much. In that too I'll be looking for the exceptional cims who have 10 dogs, spend all their money on leisure, and can't make rent as a result. Those details give the city life for me.

Another thing I think is badly needed is an ability to zone per commercial specialization. This isn't as big of a deal with products like software or intangible services, but I would really appreciate being able to explicitly say "Here is where a grocery store goes" or "Here is where a gas station DOESN'T go". I wouldn't want to micromanage the commercial zoning all the time, but I definitely want more control than I have right now.

I am excited for the future of this game. I'd love to see these features, but will welcome any updates with open arms. Thank you for building two of my favorite games!
 
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As devs mentioned, families prefer low and medium density housing. And as can be seen in well build cities in Europe (I would put light on Netherlands specifically), medium density is enough for families even with three kids. There is a reason why all US suburbs lose lot of money, while not having Public transoport, parks and such.

I would direct you to Not Just Bikes series on Strong Towns to see what I mean. However in short Low density resident is only type of development that loses money, due to cost of mantience. True freedom is able not to use car, and just use an alternative, which Suburbs usually dont have. Real freedom is being able to walk/bike to shop/school/work, instead of having to drive. All these things are much easier achieved in Medium(especial mixed) developments. Also they are free not too move to my city, that is purely their choice :D I would be more in favour of low density zoning if i would have ability to build multi generational homes, as are seen in many places in europe, where can live up to three generations of family confortably together. (I wont even mention benefits of rasing kinds in such enviorment. And much easier time of saving money.)

To your point of land and tax. That is an interesting way of seeing that. But since we control Tax, you would still need to have some rework of taxes that you can do, what you proposed, or some automatic toggle on it. However in Real life taxes on property are rarely change and they are definetly what one would call fluid.
To be fair, though, the Strong Towns/NJB argument relies on North American-style suburbs where the city for some reason eats the costs of every single road, and all the plumbing, even deep in privately owned residential developments. There's no law of nature saying suburbs have to be this way (Just like there's no law of nature saying apartments have to have no noise insulation like many of those in the States. Just mentioning since someone dragged out the "miserable apartments" narrative).

If CS2 had the option to privatize residential roads, and also forced you to pay a significant amount of money in maintenance when a road reached a certain age, in addition to just than having a low and steady maintenance cost, that'd do a lot both for realism and gameplay challenge.

I don't really care for artificial challenge. If this better reflects costs of real-world policies, great. If not, no thanks.
Things I hate about about city simulations include commercial zoning having ridiculously high noise pollution. Most things in commercial areas: grocery store, restaurant, shop, etc. are not noisy at all. However, car traffic is VERY LOUD, especially going ~20 mph+ or 30 km/h+. Please add options to increase the realism of metrics for the game or a realistic simulation mode.
So much this. I don't care for unrealistic noise levels. CS1 does this a lot, like, the prison and train station are both so loud people in the vicinity get sick (!) for some reason. I've lived close to a train station IRL, they're not noisy at all.
 
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To be fair, though, the Strong Towns/NJB argument relies on North American-style suburbs where the city for some reason eats the costs of every single road, and all the plumbing, even deep in privately owned residential developments. There's no law of nature saying suburbs have to be this way (Just like there's no law of nature saying apartments have to have no noise insulation like many of those in the States. Just mentioning since someone dragged out the "miserable apartments" narrative).

If CS2 had the option to privatize residential roads, and also forced you to pay a significant amount of money in maintenance when a road reached a certain age, in addition to just than having a low and steady maintenance cost, that'd do a lot both for realism and gameplay challenge.
Exactly, low density sprawl is expensive because works like a closed community, is an auto impossed style of living. 72% of the population of my country lives in houses but all the roads are connected, the power grid, the water services, so you build a road and is used by anyone, not just the people that live in that street. Only the rich live in "countries" (closed communities). This game with the zoning style, encourage the Northamerican property developement style.
 
Let intercity trains stop in our cities!!!! Just like in CS1! Bring back intercity buses! Let us put in a train station, and intercity bus stop, from the start of the game so Cims can use them to enter the city instead of using taxis or use them to travel to school or work in other towns. I hate that those trains roll through the map and serve NO purpose at all

Almost looks like we need a transit overhaul with suggestions from the community. (Not including roads, there is many things to adjust. I'm probably missing a lot too in this little blurb)

Bikes:
- Implement bikes + infrastructure as free content

Metro:
- allow for road crossings
- make underground connections easier
- implement elevated stations
- no forced "minimum" (goes for all transit vehicles)
- more variety of vehicles + capacity

Buses:
- increased variety as seen in the free update in CS1
- Few intercity buses provided by outside connections

Trains:
- MUCH smaller train station asset, 1 platform with modular editions
- Fix terrain conforming to rails (need a "remain at level" option in build tools)
- Variety of vehicles with different capacity, such a single level train to start with
- Few intercity trains provided by outside connections
- Allow maps to start with train station as the connection

Trams:
- More vehicle options
- Better props (fences for tram only roads, grass option, trees, etc)
- Shelter options such as what bus stops have in CS2
- Allow for paths to be placed over tram only roads to create crosswalks, would be a lot easier
 
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