Economy 2.0 – Chapter 2

Economy 2.0 – Chapter 2

Welcome back to the second developer diary, where we explore the upcoming patch’s changes. If you missed our initial entry, you can find it here. Today, we’ll delve into several significant updates not directly related to the economy and cover what to expect when you load your existing cities.

Let’s kick things off by discussing Rent. You’ve likely encountered complaints about “High Rent” in the game, so let’s address that. In conjunction with the Land Value adjustments introduced in patch 1.1.0f1 back in March, we’ve fine-tuned the Rent mechanics. Firstly, we’ve removed the virtual landlord, meaning the building maintenance costs are now evenly split among all tenants. Secondly, we’ve revised the rent calculation method. For the curious, the new formula is:

Rent = (LandValue + (ZoneType * Building Level)) * LotSize * SpaceMultiplier

This change impacts the “High Rent” notifications you may have seen, but we’ve also tweaked these directly. Now, notifications are based on a household’s income. Even if they currently lack sufficient funds to pay rent, they won’t complain but will reduce their resource consumption instead. Complaints about “High Rent” will only arise when their income is too low to cover rent, prompting them to seek more affordable housing or relocate out of the city.

Apart from rent, both households and companies are responsible for the building’s maintenance, influencing the building’s level. Paying the full upkeep fee improves the building’s condition, steadily leveling it up, after which tenants contribute towards the next level. Conversely, failing to pay deteriorates the building until it eventually collapses.

BUILDING UPGRADES MADE SIMPLE
From automatic upgrading of zoned buildings to manual upgrades of City Service buildings, this update simplifies the process. Although this isn’t directly linked to Economy 2.0, it shares the same patch and merits attention. Gone are the days of demolishing entire buildings to move or remove an upgrade. Now, you can remove any upgrade directly from the Selected Info Panel by clicking the bin icon.


Deactivate or delete Extensions or relocate Sub-buildings via the Selected Info Panel

Sub-buildings offer even greater flexibility. You can remove them with the bulldozer, relocate them, or toggle them on and off as required. This is particularly beneficial now, as sub-buildings no longer need to be connected to the main building. As long as they are within the specified radius and have pedestrian and/or road access, they will function as expected. For instance, an Elementary School Playground needs a pedestrian path, while a Bus Depot Extra Garage requires road access. We are eager to see how you utilize this newfound freedom in your cities, so feel free to tag us on social media with your screenshots.

EXISTING CITIES

You’re probably wondering how these changes will affect your existing cities. Let’s address the most pressing question first. Save files from before the economic overhaul will still function, though they may undergo a transition period as the simulation adapts. We can’t guarantee compatibility for modded saves, so be on the lookout for updates or instructions from modders. Mods that influence the simulation are likely to be impacted.

When you load your city (and unpause it), keep a few things in mind. With Government Subsidies removed and increased City Service upkeep, running your city will be more costly. If your city depends on external ambulances, hearses, fire engines, police cars, and garbage trucks, remember to enable the Import City Services policy in the City Information panel. However, be aware that neighboring cities charge a fee to assist you. This is expected to create a negative cash flow, but your tax income might balance out these new expenses as the calculations stabilize. If you’re struggling financially, consider raising taxes, cutting service budgets, or temporarily shutting down buildings to save on upkeep.

Demand quickly adapts, so don’t panic if your demand bars fluctuate when you start playing. With increased industrial manufacturing space, your industry will likely be hiring more workers, boosting residential demand—unless you already have a surplus of job-seeking residents. Give it time as companies (commercial, industrial, and office) adjust their production and staffing to remain profitable. This might initially lead to an increase in unemployment.

With the new residential density calculations, your citizens may seek different types of housing or move around the city. The modified rent and resource consumption calculations should help them afford their preferred housing type, and most (if not all) of your “High Rent” notifications will disappear once the simulation has had time to settle. If these notifications persist or reappear, check your unemployment rates and ensure your citizens have access to jobs so they can pay their rent.

With time and some adjustments, your existing cities should smoothly transition to the new system, allowing you to continue unlocking their full potential. As always, feel free to seek assistance if you encounter any issues or report any bugs here.

WHAT’S NEXT?

Before wrapping up, we’d like to preview our upcoming plans. We will continue to monitor discussions and feedback as you engage with these changes. Despite extensive testing, we anticipate further adjustments will be necessary based on your experiences.

We’ve already begun work on the next major patch, which we aim to release in Q3. Here’s a sneak peek at what you can expect. As mentioned earlier, we plan to enhance service import controls. Additionally, we’re reviewing potential UI improvements and better ways to convey information, ensuring you have everything you need to address game issues. We’d love to hear your thoughts on this. Are there any challenges you’ve faced in managing your city? Any information you’ve struggled to find?

Lastly, but importantly, our art team is crafting new free buildings for you. We value each of you for sticking with us and helping make Cities: Skylines II the best it can be. Your patience and support mean everything to us, and we hope these new service buildings and vehicles express our gratitude. Thank you for being part of our community!


A preview of some new service buildings and vehicles to look forward to

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