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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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I was hoping this new Economy 2.0 would bring some different control, or at least more specific to different types of industry/commerce/office, as I don't think that the slidders that are applied to all the city make any change (for example, apply to some areas to make hubs of some kind of bussiness).

Anyway, let's see how it works this new Economy model.
 
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Are there also plans to split commercial and industrial zoning types? I've added two posts in the suggestion channel, but the it could also take the form of setting a district to a certain type of commercial and or industrial to have better control on what types of companies can spawn. Is there anything planned to address this in the upcoming economy patch?
 
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A lot of cool changes.
I have to admit that I tried the game a few days ago, but it was too boring to continue.
With this patch, I will try it again, it looks promising.
 
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that sounds good for now with the updates, thanks!

Next, however, new content is important to get people interested in the game again. At the moment, almost every town looks the same because there are hardly any buildings.

Please give us more building variants so that we can build smaller towns or villages. From schools, fire stations, police stations, train stations, hospitals, shopping centres etc. we are missing smaller buildings (large, medium, small) in different architectural styles. And we are still waiting for more life in the city, more animations in the parks and stadiums. Thats very important!!

You also wanted to bring back old animations for the fire department or construction. The idea with the ugly giant cranes is so terrible. Please give us back the old building animation where a house was built piece by piece. Why was that taken out in the first place????

In the progression/technical tree there are no more assets at all in many levels, so you could really integrate more building variants that you can then look forward to.

There's so much love missing in the detail that made part 1 so special!

I also miss the green smileys, don't understand the stars and why so many with tradition were taken out.

And definitely proper quay walls and an official beach tool.

And don't forget the bikes either please :)
 
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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.
 
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I hope how we Tax people will be changed as well. I dont care for taxing people for their education, I would much rather tax by residential density. If you are slefish prick a want house on plot I can fit medium density with 10 families, be taxed more. It is much more resonable considering more upkeep is needed for low density district with same size population as medium or high density district.
 
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If you are slefish prick a want house on plot I can fit medium density with 10 families, be taxed more.

Interesting brain twist, one could also argue that you’re the ‘selfish prick’ for having people live in a miserable apartment instead of having some room and freedom. (Not that I think you are one though :) )

I’d rather have them make the land value/tax go up when available plots become more scarce. That would be the more scientific way I think (supply vs demand)
 
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I've been reading in here again after a long time and am delighted with the enormous progress! Can't wait to continue playing CS:2 during the cold season. (At the moment it's “summer break” for me, the real world is more exciting)

Btw. have some colors changed here? It looks so green, before it was blue, right?
 
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Interesting brain twist, one could also argue that you’re the ‘selfish prick’ for having people live in a miserable apartment instead of having some room and freedom. (Not that I think you are one though :) )

I’d rather have them make the land value/tax go up when available plots become more scarce. That would be the more scientific way I think (supply vs demand)
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.
 
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You also wanted to bring back old animations for the fire department or construction. The idea with the ugly giant cranes is so terrible. Please give us back the old building animation where a house was built piece by piece. Why was that taken out in the first place????

Why not both ?
An animation where we see the building grow from the ground AND a crane that grows with it.

Like in SimCity 4
 
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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.
You should make so that you can apply for subsidies but it would have some requirements. Like you have to provide so much low rent housing or this many available jobs or like a challenge to have this much production of something or anything along those lines so that you could get it but would be like a challenge or a side mission. Or maybe like an award for the greenest city if you have a lot of parks and roads with trees and stuff like that.
 
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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)
It happend to me in a city build recently. I had a town close to the border of the map and it had outside connection but very poor education so there were some residents who were students in the city at the outside connection.
 
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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.
that is what frustrates me as well that basically how rich citizens are is connected to how educated they are which is not always true in the real world.
 
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...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....

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.
 
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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.

View attachment 1142925

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 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.
 
I don't understand why did you decide to fix economy immediately after release since I actually enjoyed the economy of CS2 at the beginning. However i think this is a good step back in the right direction. I can also understand that new players might be overwhelmed by the economy at first but i think you should make it so that you can choose difficulty at the start of a new map. But the difficulty should not be just like making things more expensive or cheaper but should have more to it like for easy import export could be cheaper and productions should be more self sufficient but with more advanced levels your choices of what to build and where should have more impact both ways bad or good.
 
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.
I am from the Netherlands and I am familiar with the YouTube channels you mentioned. They made me realise how privileged I am to live here.
What i wrote was also based on my experience living here and visiting other European countries. i agree with you on the medium density. I was slightly confused that those were smaller apartments, which is not the case. Sorry for the confusion!

over here property taxes are determined each year based on the average housing prices for the neighborhood. Things could be different elsewhere. I think cities skylines has already something similar with the land value.
 
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