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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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Really appreciate the work that is being put in.

For the external services, I think a slider would be interesting. It would allow you direct control on how much of your budget you are spending on them, while also limiting the amount of help you are getting. As others have said, this option would be useful at the beginning of your city.

Secondly, for the unemployment benefits. If I understood the dev diary correctly, currently they are paid by the 'government'. It would be cool if you had to pay them yourself. This way you would be actively 'punished' for not providing enough employment opportunities.
 
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Important question!

Will Economy 2.0 address children-only households in CS2? Children younger than teens cannot work and earn income, and they are many cases where we will have children alone in their households because seniors have died. If going by the dev diary, it will be really difficult for them to forcibly pay the rent and consider the garbage fees and shop for items.


As a result, will there be city services to address this, such as adoption centers?
 
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Looks like a nice update to the economy system.

Two thoughts:
1.

"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"
So you aim for the game to be a city painter? I really do not understand this. You have the unlimited money toggle for that. If you do not choose that toggle, the game should be difficult, without failsafes, and provide a challenge. That is what makes me return to games: I did something wrong, I'll try again to make it work. Sometimes I just want to paint a city, and then I can use the unlimited money toggle.

2.
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.

I think the toggle should be expanded: once you unlock a particular city service through the progression tree, an extra suboption becomes available for that service. You can then choose to either build the service yourself, or import it. At first the import fee is low and it takes time for services to arrive. Once your city grows it becomes harder and harder to import services (because of the fee, and because of the sheer number of ambulances, police cars ... that gets imported. But this way, you can make the choice how to build your city, balance the budget, and decide when it's the time to build a service and stop importing.
 
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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.

View attachment 1140494
City Policies can be found by clicking the City Information button next to the demand bar

Perhaps there can be a tab in the economy window called “Contract Services” that is available once the Import City Services policy is enacted.

Could allow the player to set a range and/or amount they’re willing to pay as one slider and/or the amount they want to import as another slider (40-60 mw, ¢x - ¢y / unit)

Neighboring cities “bid” to fulfill that if they’re willing.
 
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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.
It would be nice to know how dividends will be given to the employees and the households they belong to. Even if the values aren't exposed, we wanted to be able to see which dividends the households will benefit from.
 
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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.
I made a suggestion related to this in the Cities Discord (List/Menu for Outside Connection Cities | Unique & Persisting City Profiles) Essentially I'd love if outside connection cities had visible and consistent profiles you could access to make specific agreements in regards to buying/selling services and to view the trade your city has with them (plus what they supply a lot of/what they demand a lot of, this having an effect on the profitability of exporting those things to them and the cost of importing those things from them)
 
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By increasing these variables the game will gradually become more entertaining, now it feels empty of content, but this trend of improvements will make it much more playable.
I am attentive and excited about your city project, this game deserves it.
Greetings and much encouragement Mariina, the CO team, moders, PD, this game must be taken to the top 10!!!!!.
It can give us many hours of play on rainy days!!!!!
 
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Does the policy work on the whole city only or per district as well? For satellite towns near the map borders, it might be better/easier to buy services from the outside, while the main city can provide services to itself.
 
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Have you looked at logs of player behavior at all? I'm aware of many new players that couldn't get a city started as-is, with Government Subsidies. Without that as an option they'd have been way too frustrated, I think you should keep the option as one you can turn on or off at any time to save new players from themselves.

I don't think it needs to be set before you start (won't hurt), I think you'll have players dig themselves into a hole and look for a desperate way out. That's the time to ensure it's available so they're not forced to start over.
 
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I would love to see district specific ways to influence what kind of industry will spawn where (like one district with electronics, one with agricultur, one with furniture etc). Could be done by either district specific taxes or better by simply having a list and check what industry is allowed in a specific district)
I really hope the new import mechanics will make it easier to specialize!
Thank you for not giving up on the game! I appreciate your work and can't wait to dive back in after the patch!
 
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It would be really cool if some citizens could BUY their homes, and no longer live on rent. Another thing I thought about was the question that taxation based on education level should change and should be either based on income or density.
 
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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".

So in other words not much will change in terms of challenge. I don't understand why they are so obsessed with keeping making this game so easy, unpunishing and unchallenging when we already have the infinite money option.
 
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This is welcomed news.

Feedback:

1) Any chance unemployment benefits become a slider toggle with a numerical value instead of a predefined set benefit?

This may be a too much micro management but it could also have a default option. I’m seeing good changes but I’m not seeing my intentional choices reflected. There’s more trade offs to consider but not direct input.

A few of questions:

Residential demand has been expanded so the desired density is tied to the size and wealth of households.

Does this extend to the size of the property as well? For example, is there a cost difference between 2x2 low density and 6x6 low density?

I guess I’m asking because:

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.

What do you all mean by type of household if not the zone type? I can only imagine size of lot as the unstated factor.
 
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"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."

Could be inspired by Prison Architect, actually. You could get a "mission" from the "regional government" to for example "increase public health by 5% within 1 year". If you accept you get 5000$, if you achieve the goal you get another 5000$, but if you fail you have to pay 2500$ back.
 
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Does the policy work on the whole city only or per district as well? For satellite towns near the map borders, it might be better/easier to buy services from the outside, while the main city can provide services to itself.
Good point, this isn't clarified in the dev diary. I assumed it's a per district setting, but maybe it's a city-wide setting.

Does this extend to the size of the property as well? For example, is there a cost difference between 2x2 low density and 6x6 low density?
Currently, the cost difference is there in the game right now. I don't think they will change this in the upcoming patch. 2x2 has a lower cost than 6x6. And I think the new changes will mean, if you put down a 6x6 low-density residential, you aren't necessarily guaranteed a house that takes up the 6x6 zone.
 
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I’ve always wanted to see more events in game , to make the city feel more alive. Remember how SimCity used to do parades and riots? I’d like to see random and/or “scheduable” parades assignable to specific neighborhoods. Maybe even other community events that show how happy and engaged your citizens are like community markets, art fairs, regular fairs, park events, etc. How about an Olympics challenge? You get nominated to host because you meet certain criteria, but you then have to construct and meet further criteria for the event to be successful. Or others things like SC had, county prison, military base, science outpost. In general I think the game needs events like this to feel more alive. Chirper isn’t enough.
 
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What about being able to decide which industries/companies can appear in a certain area? I have a whole forestry area, and i place industry, if i understood well if my city needs a lot of food it will spawn food-producing companies there...
 
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Could be inspired by Prison Architect, actually. You could get a "mission" from the "regional government" to for example "increase public health by 5% within 1 year". If you accept you get 5000$, if you achieve the goal you get another 5000$, but if you fail you have to pay 2500$ back.
For sure. Imo, I'd love if part of this functionality was tied to the city hall building somehow, visible within the building's pop-up UI. Taking it from a unique building with city-wide buffs to a more tangible service.
 
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