Cities: Skylines

Cities: Skylines

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DavesBrain May 6, 2019 @ 5:26pm
Tactics when using Infinite Money
When you have no limit on money, it seems a lot of tactics go away.
Is there any reason not to drop taxes way down and provide tax incentives for all zone types?
Any reason to build clinics instead of Hospitals (other than space)?
Any reason to build low-grade roads instead of all roads with trees?
Any reason to not provide free transit?
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Showing 1-8 of 8 comments
Rena May 6, 2019 @ 5:38pm 
You still need to consider traffic, noise, pollution, etc.
grapplehoeker (Banned) May 6, 2019 @ 6:38pm 
Originally posted by DavesBrain:
When you have no limit on money, it seems a lot of tactics go away.
If I want to build up most of a new city from scratch quickly, then Unlimited Money allows me to do so. Think of it as a creative mode. You can always turn it off once the city is profitable and has brought the negative treasury back to positive. Once my city is making 100k per week, I no longer need the mod ;)
Is there any reason not to drop taxes way down and provide tax incentives for all zone types?
I never adjust taxes and leave them all at the default 9%. There's no reason for me to change them.
Any reason to build clinics instead of Hospitals (other than space)?
I usually build sickness free cities and as such I'll only build a couple of clinics to help level up buildings by their positive influence. I might build a hospital, but it would only be for appearance sake and as such, I'll turn it off to save on unnecessary upkeep costs.
Any reason to build low-grade roads instead of all roads with trees?
That depends on the look you're going for, but generally, since tree lined roads provide some noise reduction, they help to reduce traffic noise. In that case, I'll usually provide tree lined roads in residential zones for that reason alone.
Any reason to not provide free transit?
None, except you'll have to make sure you can afford to do so.
Instead of infinite money, I prefer one of the "Cash on Demmand" mods, that way I can only "forge" more money if I'm royally screwing up, it's less cheaty this way.
leftbehind May 7, 2019 @ 1:57am 
I take a different approach to money in game, I use a "money cheat" asset (shown below) which I can place on map if I need a money boost and bulldoze it when no longer needed. This way I can 'temporarily cheat' - usually at start of game when I'm replacing all the roads/rails on the map with custom design (I usually spend 2-3 days creating custom arterial rail/road routes).

https://steamcommunity.com/sharedfiles/filedetails/?id=854137313

Note: I know you can turn unlimited money on or off, but it requires going back to main menu. With the asset above, I can do temporary cheats in-game at any time.
pRo9aMeR May 7, 2019 @ 7:28am 
Originally posted by grapplehoeker:
Originally posted by DavesBrain:
When you have no limit on money, it seems a lot of tactics go away.
If I want to build up most of a new city from scratch quickly, then Unlimited Money allows me to do so. Think of it as a creative mode. You can always turn it off once the city is profitable and has brought the negative treasury back to positive. Once my city is making 100k per week, I no longer need the mod ;)
Is there any reason not to drop taxes way down and provide tax incentives for all zone types?
I never adjust taxes and leave them all at the default 9%. There's no reason for me to change them.
Any reason to build clinics instead of Hospitals (other than space)?
I usually build sickness free cities and as such I'll only build a couple of clinics to help level up buildings by their positive influence. I might build a hospital, but it would only be for appearance sake and as such, I'll turn it off to save on unnecessary upkeep costs.
Any reason to build low-grade roads instead of all roads with trees?
That depends on the look you're going for, but generally, since tree lined roads provide some noise reduction, they help to reduce traffic noise. In that case, I'll usually provide tree lined roads in residential zones for that reason alone.
Any reason to not provide free transit?
None, except you'll have to make sure you can afford to do so.

^lol what?
"to save unnecessary upkeep costs" ?? OP's asking specifically in terms of using infinite money.
"except you'll have to make sure you can afford to do so" ?? again, OP's asking specifically in terms of using infinite money.

it's like as you were writing your answer to the OP, you slowly began just rambling about your own experience regardless of the question OP raised.

Dropping taxes to 1% (lowest possible) DOES provide a slight incentive to influx.

The difference between the smaller (ex. clinic) and larger (ex. hospital) versions of services is the footprint as you mentioned as well as the increased coverage area and number of vehicles for the larger versions. Adjusting the budget for services and coverage/vehicle-amount adjusts accordingly.

Roads with trees (and the grass-lined roads) provide noise reduction.

Provide them free transit, more cims will use it.
leftbehind May 7, 2019 @ 9:12am 
I realised I probably didn't answer OPs question:

I guess my tactic is to use really difficult mountainous maps that require painstaking effort to try and build a city in that terrain without too much terraforming.

Here is my favorite map:
https://steamcommunity.com/sharedfiles/filedetails/?id=666527334
I generally don't alter the default budgets and don't use tax policies... I always found it strange that humans are so inured to numbered rectangles anyway.
grapplehoeker (Banned) May 7, 2019 @ 12:01pm 
Originally posted by pRo9aMeR:
^lol what?
"to save unnecessary upkeep costs" ??
Please pay attention.
I had already mentioned that I turn the mod off, so upkeep costs are eventually something to be considered. However, the more pertinent reason is the fact that with zero sickness, there's no need for a hospital, cost or no cost. OP's asking specifically in terms of using infinite money.

DOES provide a slight incentive to influx.
Unnecessary.

grass-lined roads provide noise reduction.
Oh? Since when?
P.S. Get a new keyboard. Your caps lock is stuck ;p
Last edited by grapplehoeker; May 7, 2019 @ 12:01pm
pRo9aMeR May 8, 2019 @ 8:11am 
Originally posted by grapplehoeker:
Originally posted by pRo9aMeR:
^lol what?
"to save unnecessary upkeep costs" ??
Please pay attention.
I had already mentioned that I turn the mod off, so upkeep costs are eventually something to be considered. However, the more pertinent reason is the fact that with zero sickness, there's no need for a hospital, cost or no cost. OP's asking specifically in terms of using infinite money.

DOES provide a slight incentive to influx.
Unnecessary.

grass-lined roads provide noise reduction.
Oh? Since when?
P.S. Get a new keyboard. Your caps lock is stuck ;p

ugh...more rambling; thanks for proving my point :)

Now you sit there pay attention.

1) OP never mentioned that he/she would eventually turn off infinite money, that was you rambling on about your own play on a tangent , try to stay on topic ;p
Nonetheless, to address one of your tangential points, you can only have zero sickness with clinics/hospitals on the map. If you remove them entirely, cims will begin to get sick.

2) Regardless of whether it is "necessary" or "unnecessary", it still provides a slight incentive, answering one of OP's questions directly.

3) Roads with grass have always helped with noise reduction. If you mouse-over the roads in the menu, this is what you'll see, "A Two-lane road with decorative grass. Decorations lower noise pollution".

4) Try not to be too bent out of shape when you get called out next time. ;p

P.S. People only mention that someone's caps lock is stuck if they type an entire sentence or more in caps, not like what i did with a single word for emphasis. Take care now, bye bye~ ;p
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Date Posted: May 6, 2019 @ 5:26pm
Posts: 8