• 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 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.
How large is your city? If it's over the 100k citizens mark there's a decent chance that you can still turn a profit with some adjustments to tax and services. I managed to get my 122k city into the green with the maximum tiles unlocked, but the citizens will be paying a bit more tax for a while until I can grow the city some more.

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'm so sorry for your loss. Take good care of yourself, the game will be here when you come back.

I'm having a minor surgery on 27th, pls release before that so I can play during my recovery :(
We aim for it to be out by then. Wishing you a smooth recovery!

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
Elevated stations are on our wishlist, but I can't promise them at this time. As for the issue with only the most popular park being used, I'll check up on this and make sure it's an issue we have logged already (and if not, make sure it gets looked into).

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?
With the Tile Upkeep Cost we hope to give your choices more meaning, especially in medium or large cities. Currently, the only things to consider when expanding your city are 1) can you afford to buy a tile, and 2) what the tile offers (resources, connections, buildable area, etc). When you have an established city with a good economy, it often ends up just being a matter of time before you can afford the tiles. The Tile Upkeep Cost adds another thing to consider that affects your city, not just in the moment you buy it but also going forward. We think of it as a land tax paid to the government that increases as your city grows and is expected to have a larger income.

If the Tile Upkeep isn't your cup of tea, the new option to "Unlock Map Tiles" can be enabled. This unlocks the entire map and disables the Tile Upkeep Cost, so you're free to expand your city as you want to without having to worry about the cost. :)
 
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.
I like this idea in general - But why not just add an option to specifically turn off this upkeep cost? Why not give players choices, other than "the full experience" and "completely sandbox"?
 
  • 3
  • 1
Reactions:
I like this idea in general - But why not just add an option to specifically turn off this upkeep cost? Why not give players choices, other than "the full experience" and "completely sandbox"?
The community has asked for a more challenging, more difficult game since the beginning. This is the end result.

Let's wait and see how tough the game will be first, and then we can make additional tweaks later in the next patch.

With the Tile Upkeep Cost we hope to give your choices more meaning, especially in medium or large cities. Currently, the only things to consider when expanding your city are 1) can you afford to buy a tile, and 2) what the tile offers (resources, connections, buildable area, etc). When you have an established city with a good economy, it often ends up just being a matter of time before you can afford the tiles. The Tile Upkeep Cost adds another thing to consider that affects your city, not just in the moment you buy it but also going forward. We think of it as a land tax paid to the government that increases as your city grows and is expected to have a larger income.
Does this mean, per #2, if the tile is mostly water, the water will not be counted towards the Tile Upkeep Cost?

This would be wonderful if it's officially confirmed. Because you can't build on water. I guess that means, we can buy out the tiles full of water, and we would have no tile upkeep costs associated because of 0% buildable areas.
 
  • 2
Reactions:
The community has asked for a more challenging, more difficult game since the beginning. This is the end result.

Let's wait and see how tough the game will be first, and then we can make additional tweaks later in the next patch.
I know that they asked for it. I agree with it. My whole point is - Why not just give players choices? This isn't about that feature specifically, it's more of a general point.
Especially given that "there is a tile upkeep cost" is something that seems like it could be easily toggled without disabling money entirely. Just throw a 'this will make the game unbalanced and easier'-warning on it. Best of both worlds. Literally can't lose.
 
  • 1
  • 1
Reactions:
DEATH WAVE.

We have to purge the old cims that took bad habits with the economy 1.0. They are now declared impure! CLEAN IT WITH FIRE!!! :evil mayor from hell:
 
  • 7Haha
Reactions:
I'm looking forward to this patch, as well as the upkeep costs for tiles. That sounds like a good thing, as buying tiles was basically a no-brainer.

That said, I think that you should be able to build electricity lines and water and sewage pipes on any tile, whether you own the tile or not. I like the idea of having multiple villages spread across the map, but it's not realistic for each village to have its own electricity production and water/sewage facilities.

I hope the game will be more balanced and challenging, but I also do hope that there will be different difficulty levels in the future or "hard" scenarios (of course, with an achievement for completion).

Compare it a bit to Transport Fever 2, where there are different difficulty levels and the harder levels just increase costs. This could be done in Cities Skylines II as well.
 
  • 1Like
Reactions:
Can you share a bit more detail about the upkeep of roads and rail for example? Are these also now more realistic and have you increased the build costs to more realistic and balanced level?

To be honest, instead of adding tile tax, I'd make the networks cost more to reflect better how it works in real life and to push you a bit to optimise your roads and rail.
 
  • 1Like
Reactions:
sound like standard game become more difficult and slow progress.... why not gv us an option for those changing? such as gov subsidies and tiles upkeep cost, an option for player always is the best solution...
anyway, let see how tomorrow... can't wait to try....:p
 
sound like standard game become more difficult and slow progress.... why not gv us an option for those changing? such as gov subsidies and tiles upkeep cost, an option for player always is the best solution...
anyway, let see how tomorrow... can't wait to try....:p

You have the option to play with unlimited money and unlocked tiles if you think the game is too difficult.
 
  • 5
  • 3
Reactions:
My god these type of comments... As has been already repeated over and over again, you can always play with unlimited money.
If I wanted unlimited money, I'd use unlimited money. We don't want unlimited money, we want options to adjust to fit whatever style of play we would like. Frankly the tile upkeep doesn't do anything but add fake "difficulty" as I see it.
 
  • 9
  • 8
Reactions:
You have the option to play with unlimited money and unlocked tiles if you think the game is too difficult.
Or stop whining and deal with the fact some people just want a slightly less or more challenging challenge for whatever reason. Not everyone one wants a tilt painter and not everyone wants to watch everything crash and burn because Billy in accounting typed a 2 instead of a 1 in the city budget causing the airport to run out of fuel. Then due to this, the planes fall out the sky and onto the various districts and school districts causing a flood of depression for the little Cims and then a violent uprising.
 
  • 4Like
  • 1
  • 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!
"By popular request, we're making the game less easy"

Ah yes looking forward to this! My primary complaint this whole time is that it was impossible to lose. Cannot wait to play again after patch.
 
  • 5Like
  • 1
  • 1
Reactions:
I’ll probably try to increase the income in my city to dampen the shock to my economy and upgrade my crematorium to handle a possible death wave.

The main issue I have with this update is that the tile upkeep could probably use some fine-tuning, though the “unlock all tiles” toggle is a nice addition and I’m glad that it removes tile upkeep as well. Overall I think Economy 2.0 is a step in the right direction and I welcome it with open arms.
 
  • 1Like
Reactions:
Or stop whining and deal with the fact some people just want a slightly less or more challenging challenge for whatever reason. Not everyone one wants a tilt painter and not everyone wants to watch everything crash and burn because Billy in accounting typed a 2 instead of a 1 in the city budget causing the airport to run out of fuel. Then due to this, the planes fall out the sky and onto the various districts and school districts causing a flood of depression for the little Cims and then a violent uprising.
Yeah some people want to get a city survival game (like e.g. Rimworld), where most likely at some point the city collapses and meme things happen like death waves.
Other people want to get an everything is for free city printer game.
Then again other people want to get some sort of a challenge to face decisions, however in the end leading to a city and not always ultimate collapse. You will not satisfy these guys with unlimited money.

However, honestly at the moment the game for me is too much on the "everything for free" so let's see how the new Patch plays out. Pretty fine with it if it will become the default Mode. But defending on how difficult it will turn out, adding either a hard or and easy mode would be a nice future addition.
 
  • 2
  • 1Like
Reactions:
Suggestion: An option to select difficulty level. Govt grants - Y or N, Upkeep on tiles - Y or N, etc...

Similar games, e.g. Manor Lords, Anno, and others, have the ability to select the state of various options. This will allow one to select the difficulty without having to jump to unlimited money.
 
  • 6Like
Reactions:
Suggestion: An option to select difficulty level. Govt grants - Y or N, Upkeep on tiles - Y or N, etc...

Similar games, e.g. Manor Lords, Anno, and others, have the ability to select the state of various options. This will allow one to select the difficulty without having to jump to unlimited money.
That is a good idea.

A sort of world setting options before game start that allows some granularity.
 
  • 3
  • 2Like
Reactions:
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.
Uhmmmm...tomorrow is the 19th already. This makes it sound like we "MIGHT" have it by then? Weren't we told that we'd have it by then? Also, don't you go on your summer break sometime soon? Is this going to lead to another situation like what happened with the winter holiday's patch where you released it and there were a bunch of issues?
 
  • 3
  • 2Like
  • 1
Reactions: