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Cities: Skylines Official

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Jul 31, 2023
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The patch for Economy 2.0 will be one of our biggest to date, and that also means that there will be many changes in how the game functions, especially with the economy.

We are now close to releasing the Economy 2.0 patch! The final checks are being made before we push the buttons, and it might be in your hands already tomorrow. Before the patch is released, though, we wanted to share a list of things you might encounter while loading up your saves after the Economy 2.0 patch; this post should explain in advance how your previous saves will be impacted so that there won’t be any surprises.

We have already published two Developer Diaries about what the Economy 2.0 patch contains. If you want to read them, you can find them here;



SAVES

  • Saves from before the economy rework will still work but may require a transition period. This extensive rework will affect how the simulation runs and impact the saves you have been building on when the patch goes live on Patch Day. Read below on what takes time to take effect.

MODS

  • With the new patch, there are no guarantees for modded saves; you will have to check for updates or instructions from modders.
  • Mods affecting the simulation are likely impacted by the update.
Mods have to be updated to work with the new version of the game and its new functions. Please be patient with the modders that make the mods you love, and while some mod creators have been given Early Access to the patch to be able to update their mods, they might be unable to update them immediately. Please don't hound mod creators to update their mods; if they're able, they will update them as soon as they are able.

If you want to play the game without mods while you wait for mods to be patched, you can use a new playset empty of mods or temporarily add --disableModding to the game's Steam launch options to disable all mods.

WHAT WILL CHANGE?

  • By popular request, we're making the game less easy:
    • Government Subsidies are removed, and City Service upkeep costs are increased.
  • Are you relying on external City Services?
    • Cities relying on external services need to enable the Import City Services policy to continue using neighboring city services, which now come with a fee.
  • Upkeep Cost for Tiles
    • Tiles now have an Upkeep Cost, and if you have many tiles unlocked you will notice a major change to your budget. If you’re struggling to balance your budget after the patch but want to keep playing on the same save, we recommend enabling “Unlimited Money” in your saves Map Options. If you start a new map and enable the new Map Option "Unlock All Tiles", the tiles won't have an upkeep cost, and you won't have to pay 22,000,000 per month for all the tiles.

THIS TAKES SOME TIME TO TAKE EFFECT

  • Death Wave
    • There will be a Death Wave in your city lasting about 1-2 in-game months. The older your citizens are, the more severe it will be. This is because we want to vary the age at which citizens can die to avoid future death waves - but it will take a while as the Grim Reaper usually doesn't get so much paperwork all at once.
  • New Budget Calculations
    • Expect a negative money trend initially, but tax income may offset new costs after recalculations. If your city struggles financially, consider increasing taxes, reducing service budgets, or temporarily turning off buildings to save costs.
  • New Production and Employment Calculations
    • Companies need time to adjust production and employee numbers, potentially increasing unemployment.
  • New Demand Calculations
    • Demand adjustments may occur quickly, affecting demand bars, so don't be surprised if they are very different from before the patch. Increased industrial manufacturing space may drive up residential demand unless there are already job-seeking workers.
  • New Residential Demand Calculations
    • Don't be surprised if this new calculation causes citizens to seek different housing types or relocate after the patch.
  • New rent and Resource Consumption Calculations
    • These calculations should help citizens afford preferred housing, reducing "High Rent" notifications over time.
  • Do you still have "High Rent" notifications?
    • Persistent "High Rent" notifications even after an extended period of playing? This may indicate unemployment issues. Ensure citizens have jobs to pay rent.



We value your opinion on the development of Cities Skylines II and have, along with this patch, created a survey where you can add your opinions, concerns, and suggestions about Economy 2.0.

When the patch is out, you will find this survey as one of the Tiles in the Cities: Skylines II Launcher!
 
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That's a neat checklist!

We value your opinion on the development of Cities Skylines II and have, along with this patch, created a survey where you can add your opinions, concerns, and suggestions about Economy 2.0.

You can find this survey as one of the Tiles in the Cities: Skylines II Launcher!

And I'm looking forward this survey - might be a good and compact way to collect additional feedback.
 
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One quick question: Why do bought tiles have an upkeep cost? And also 22,000,000?? PER MONTH??? Couldn't this be an option if we want to pay the upkeep costs for the land tiles we bought?
 
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One quick question: Why do bought tiles have an upkeep cost? And also 22,000,000?? PER MONTH??? Couldn't this be an option if we want to pay the upkeep costs for the land tiles we bought?

Quick clarification: if you have unlocked ALL the tiles, then the upkeep cost is 22 million per month, and each tile is much less individually. I've also updated the text to clarify this!
 
I really liked the government subsidy and not having super high upkeep costs. Why not make this an toggle option? It would keep both kinds of players happy!

Upkeep costs for tiles also sounds disappointing. Hopefully at least the tax revenues are equivalently balanced and increased.

I'm still unhappy with some decisions made here though, a simple toggle would have been nice. But am glad some major game mechanic flaws are fixed.

I'll give it a shot and review it. Thanks for working on the game though, have a great day!
 
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Tiles now have an Upkeep Cost, and if you have many tiles unlocked you will notice a major change to your budget.

Just a point regarding this - while I like the idea behind this I think not all tiles should cost equally much on upkeep.

I think irl tiles which only contain water surfaces won't cost as much upkeep as steep cliffs, steep cliffs won't cost as much as hilly terrain, hilly terrain not as much as some plain grassland and grassland not as much as land which is rich of resources. Also not all tiles on all maps around are equally - there are maps with different tile forms and sizes around, so the cost would make more sense measured by area covered + whatever the terrain offers inside this area.

The most straight forward way I can think of would be to let map creators decide how much upkeep each tile costs per month ;)
 
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Upkeep Cost for Tiles
  • Tiles now have an Upkeep Cost, and if you have many tiles unlocked you will notice a major change to your budget. If you’re struggling to balance your budget after the patch but want to keep playing on the same save, we recommend enabling “Unlimited Money” in your saves Map Options. If you start a new map and enable the new Map Option "Unlock All Tiles", the tiles won't have an upkeep cost, and you won't have to pay 22,000,000 per month for all the tiles.


I don’t recall seeing this in either of the two previous dev diaries. Did I just miss it? Was it not included? A new addition to the patch?

And follow-up question… if the max number of tiles one can access in a game is 441 (=529-88) that means each tile is roughly ₡50K/monthly. Correct?

Lastly, if unlocking all tiles at the beginning of a game eliminates this feature from the simulation in-game, it seems like a strong incentive for players to just unlock all from the git-go.
 
Good job.

And for the love of God, dear developers, always remember that players who struggle with money in game can simply use the unlimited money option, so there is no need to make the game easier again after some complaints that is is too hard.

Is someone complains about having budget issues, make them clear they can use that unlimited money option.

Thank you for your work.
 
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I don’t recall seeing this in either of the two previous dev diaries. Did I just miss it? Was it not included? A new addition to the patch?

It was a pretty recent addition; the team has been working on the patch even after the DDs were posted.

And follow-up question… if the max number of tiles one can access in a game is 441 (=529-88) that means each tile is roughly ₡50K/monthly. Correct?

It depends on the tile. It varies because of the Buildable Area, the available Natural Resources, and the available Groundwater.

The Tile Upkeep Cost is also based on the Tile Cost, but we apply a multiplier that varies depending on how many tiles are owned. The multiplier changes based on a set curve, so the first few tiles you buy have a lower multiplier, which then increases more and more as you expand until it levels off toward the last few tiles.

The Tile Upkeep Cost is shown when the player purchases a tile, so you can see what you end up paying for it.

Lastly, if unlocking all tiles at the beginning of a game eliminates this feature from the simulation in-game, it seems like a strong incentive for players to just unlock all from the git-go.

This would depend on the player. If you want more of a challenge, adding more cost and balancing to your progression would be a welcome addition, but if you want to build more Sandbox-y, that cost would be irrelevant to your play style.
 
Lastly, if unlocking all tiles at the beginning of a game eliminates this feature from the simulation in-game, it seems like a strong incentive for players to just unlock all from the git-go.

You have the choice to unlock all tiles from the start to not have to pay upkeep or you can not use the unlock option and have the additional upkeep challenge.

It is your choice and every player chan chose one or the other.

I really don't see the issue.
 
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Will there be an in game notification about all of this?

Although these are fantastic changes (I actually wish I had a big city to watch go through the transition), you could have a lot of confused and upset players if they are not aware of what’s about to happen.
 
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Upkeep Cost for Tiles
I don't like that (i know there is a workaround). This forces a playstyle like Anno -- that i love, but not for CS -- where you optimize for space instead of considering a fast open nature / park.

I rather have higher upkeep / length of utilities or roads.
 
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