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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.
 
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i like that people can work in outside connections, but can students study in outside connections at all? it's pretty common in my region that students usually outsource to a different school via public transport.

(it might already be a thing, i just never noticed it in game)
 
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For outside services - especially at the start, they can be helpful especially at the beginning. A small village of only 400 employees wouldn't necessarily have their own power plant they would borrow from the nearest local grid. I think I would prefer a more granular approach where you can select the services you would like to import especially at the beginning of the game. Everything else sounds like a nice improvement and cannot wait to try!
 
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First random thoughts:

- These all sound like great improvements. I wouldn't worry much about new players. There is still the unlimited money checkbox. And a gameplay system is actually well designed if you learn systems by failing the first time and apply learned facts to the second attempt. That is actual gameplay and keeps players engaged.

- I hope we get a slider someday to manually choose import/export thresholds instead of just auto on or off.

- I didn't see any mention of cargo in the economy rework so I hope that is also re-tuned so that most of the trains aren't driving empty anymore.

- The last part 'building a business' still all sounds very abstract though and doesn't feel like this has much of an impact on actual gameplay from a first read, but I have to see it in practice first to have a final opinion.

But I am positive to try this out! Nice work.
 
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Gets a love from me.

I'd echo the sentiment that over time more things could become toggleable, including obviously things like what services we'd like the system to handle automatically versus those we want to manage ourselves, to accommodate newbies and veteran players, but that would be an evolutionary thing. Happy just to get the revamped system in first.

Love the sound of the rebalanced demand, especially residential.

Fix the zoning issues and you'd have a trifecta!
 
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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.
Currently, government subsidies are completely gone as we have Unlimited Money as an option to not worry about finances. That said, we want to hear how things feel with these changes and from there determine if we need to make adjustments or have something in between no help and Unlimited Money.

i like that people can work in outside connections, but can students study in outside connections at all? it's pretty common in my region that students usually outsource to a different school via public transport.

(it might already be a thing, i just never noticed it in game)
This is already an option, but when studying outside the city, there's a pretty high chance they will move out of the city.

Ooh! Will we be able to see more of these inputs/outputs/etc. (particularly budgets/expenses/rent as a currency-n°) for companies+households in game?
This isn't currently planned to be exposed, but we're very interested in hearing what information would help you better manage your cities. The company profitability infoview should give you some idea of how companies are doing already, while households have the wealth infoview.
 
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.
Perhaps a more fragmented and focused iteration that a player has to engage more directly with would fit with what CO are aiming for?

E.g. Government grants
They'd almost be like mini-missions.
"This grant money is to be spent on improving/expanding >this< service. The grant money is released in stages. Each stage is released when a city meets part of the grant requirements. If a city doesn't spend that grant money with [x] months/a year, the grant is returned to the government."
 
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I really like what I read, though a lot of it is still very abstract. Looking forward to seeing it happen ingame and how it influences gameplay.

As for the question about imported services: more player control is my preference here. If I want too 'export' garbage, but not have police or fire trucks from outside, that would be a great option.
 
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Can there be a limited time offering of city services at the beginning of making a new city? After hitting a certain milestone, that offering will be rescinded automatically.

City Services should be granular, because different towns and cities function differently when it comes to city services. Hopefully, we get to see more variety of city services which we can choose to import or export.
 
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I would like to see an option to get money from touristics attraction. Right now we pay to build, we pay to maintain, but there's no entrance fees.

Also, are we getting rents from special commercial buildings?
 
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(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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This isn't currently planned to be exposed, but we're very interested in hearing what information would help you better manage your cities. The company profitability infoview should give you some idea of how companies are doing already, while households have the wealth infoview.
I admit that part of why I want to see the information I noted is out of pure enjoyment of seeing the simulation you put together tick, but the other part is being able to analyze a problem more closely at a single household/company scale, where the issue is simpler to grasp at a glance and more clear cut, so I can better understand the problem at a macro level. Same logic applies for figuring out what I'm doing right xD
 
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Does this mean that now even if there is no demand for apartments, apartments will build if there is a high overall residential demand? So if there is a lot of low density demand, and a little high density demand but no low density zones and lots of high density zones, apartments will be built in the high density zones that are there?
 
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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.

Or have some of them stay but turn to crime in desperation-crime should increase-causing a burden on your police and prison systems

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.
Maybe some boom and bust cycles-off map neighbors discover oil in their town, causing the price (and subsequent related industry/commercial sectors profits) to plummet, or some sort of factor causes the price to increase-your city relying solely on ore or wheat or whatever one main resource are subject to positive or negative market forces
 
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Sounds like it might go into the right direction. Looking forward to the patch.

In regards to the imported city service: I like more options. If you can split it up and perhaps even give something like a maximum budget per month or similar to limit how much is imported, that would be great.

Is there also limiting factor put in place in regards to the exports of services? Like does the amount of money I get from exporting water and/or electricity get smaller the more I export? Basically simulating a demand outside the city.

Nothing is mentioned so far about some of the bigger bugs in the economy. I hope these will get fixed as well? For example this weird tax overflow bug or whatever it is, where you suddenly make billions from a single type of industry? Will we only hear about these fixes in the patch notes?
 
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