• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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.
This seems quite realistic to me. I'm not a city planner, but I would assume that in the real world, a town taking ownership of some unincorporated area would require them to do some small ongoing amount of work on that land just to meet minimal state and federal government requirements regardless of any development on the land.
 
  • 3Like
  • 2
Reactions:
I am writing to you about something very important.

In the current version we are well funded.
Therefore, there are many players who have unlocked all the tiles.
Only a limited number of those players can afford to pay 22,000,000 per month after the update.


There needs to be the ability to re-lock tiles into the game.

Without this feature, you are forcing players to have unlimited funds.
Or you are forcing them to start the game over.

Paradox is aware of this, right?
I fear Paradox will be criticized.
 
  • 4Like
  • 4
Reactions:
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!
My god these type of comments... As has been already repeated over and over again, you can always play with unlimited money.
 
  • 8Like
  • 2
  • 1
Reactions:
I am writing to you about something very important.

In the current version we are well funded.
Therefore, there are many players who have unlocked all the tiles.
Only a limited number of those players can afford to pay 22,000,000 per month after the update.


There needs to be the ability to re-lock tiles into the game.

Without this feature, you are forcing players to have unlimited funds.
Or you are forcing them to start the game over.

Paradox is aware of this, right?
I fear Paradox will be criticized.
We tested a bunch of different cities of varying sizes to see how they handle the upkeep cost. Generally, if you have played with progression and unlocked tiles as you received permits and could afford to expand, your city will likely be able to afford the upkeep cost. You may need to make some adjustments to the budget.

In the case of cities built with Unlock All or ones that used mods to unlock all tiles, it really depends on the size of the city and how much income it's making. Some will probably be able to adjust while some cannot afford all the land. In those cases, it may be worth enabling Unlimited Money to continue the city. We understand that this isn't ideal, but we believe the Tile Upkeep Cost will make for more meaningful decisions in the future.

Lastly, we will of course keep an eye on feedback. We can only test so many cities, so we want to hear how the changes to the economy feel to determine if we hit the right balance or if it needs to be harder or easier. :)
 
We tested a bunch of different cities of varying sizes to see how they handle the upkeep cost. Generally, if you have played with progression and unlocked tiles as you received permits and could afford to expand, your city will likely be able to afford the upkeep cost. You may need to make some adjustments to the budget.

In the case of cities built with Unlock All or ones that used mods to unlock all tiles, it really depends on the size of the city and how much income it's making. Some will probably be able to adjust while some cannot afford all the land. In those cases, it may be worth enabling Unlimited Money to continue the city. We understand that this isn't ideal, but we believe the Tile Upkeep Cost will make for more meaningful decisions in the future.

Lastly, we will of course keep an eye on feedback. We can only test so many cities, so we want to hear how the changes to the economy feel to determine if we hit the right balance or if it needs to be harder or easier. :)
I just wanted to thank you for your reply.
I didn't expect to get a reply so soon, so I am very touched.
Also, I could feel your passion for this update.
Thank you.

I am positive about this update because I like the challenge of difficult economic issues.
However, I have already unlocked all the tiles in my most favorite city.
If I try to continue the challenge in my most favorite city, I will be faced with an unrealistic payment of 22,000,000 per month.
I could continue the challenge by making the funds unlimited, but that is not my favorite challenge.
With this update I will no longer be able to take on difficult economic problems in my most favorite city.

Hopefully someday the ability to re-lock tiles will be implemented.

My English is not good,
If I came across as harsh, I apologize.
I am always supportive.
 
  • 4Like
Reactions:
Thank you very much for this information. I will get back to you with my feedback later as my grandma has passed away and I won't be able to play it for the time being.

I really hope to have more responsibilities as mayor of my city and citizens.
 
I wanted to ask a few things that still are really important to me for this game:

- Will we have elevated subway/train stations? Today we can create invisible paths but it takes a long time to build and the sims always go down the platform

- When will the empty parks be fixed? Today, when we have multiple parks in the city, sims only use the ones high the highest attraction value. In this game we can create park areas but they are irrelevant because of this issue. Will this ever be fixed? This would be a big addition to make the game feel more real
 
  • 3Like
Reactions:
My god these type of comments... As has been already repeated over and over again, you can always play with unlimited money.

It must be repeated ad nauseam and written by devs in every loading screen, menu and tooltip, with a pop up every 10 minutes of play that tell the players he can activate unlimited money if they have budget issues


Or we will still get complains that the game is too hard.
 
  • 2
  • 1Haha
  • 1
Reactions:
I wanted to ask a few things that still are really important to me for this game:

- Will we have elevated subway/train stations? Today we can create invisible paths but it takes a long time to build and the sims always go down the platform

- When will the empty parks be fixed? Today, when we have multiple parks in the city, sims only use the ones high the highest attraction value. In this game we can create park areas but they are irrelevant because of this issue. Will this ever be fixed? This would be a big addition to make the game feel more real

That's a sort of bug running since launch.

It makes all parks useless and empty, hopefully they'll do something about.
 
  • 3Like
  • 1
Reactions:
All of this looks great!

I might have missed the new tile upkeep costs but I am weary of it. What is the simulation behind what justifies an upkeep costs for tiles or is it simply an upkeep costs to make the game harder?
 
press the release button CO, just press it :)

Thanks for all the work that has gone into this. And enjoy your summer break. Work life balance it’s important. I wish my home country had a summer lock!

Looking forward to the game continuing to improve!
 
  • 2Like
  • 1Love
  • 1
Reactions:
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!
I really hope that you guys can get out from under the shadow of Publicly Traded Publisher to get back to doing your amazing, high-quality, non-rushed work, and that the general mood around this game improves. The bones are *so* great here. Heads down, CO, almost out of the woods, hopefully!
 
  • 3Like
  • 1
Reactions:
I'm having a minor surgery on 27th, pls release before that so I can play during my recovery :(
Hope your surgery goes well! And hopefully the patch will be ready when it is released, so they don't have to face a flood of cranky players again. It'll be very soon though, and you'll probably be able to play during your recovery. But better yet, it'll be released when it is ready.
 
  • 2Like
Reactions:
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!
DEATH WAVE. There will be a death wave foe about 1-2 months. Haha I love it
 
  • 2Haha
  • 1Like
Reactions: