Cities: Skylines

Cities: Skylines

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RogueLeader Oct 28, 2018 @ 7:33am
INDUSTRIES DEMAND NOT GOING DOWN WE MAKING INDUSTRIAL PARK WITH INDUSTRIES :(
anyone else having this bug?
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Showing 1-10 of 10 comments
Aturchomicz (Banned) Oct 28, 2018 @ 7:40am 
Originally posted by Vidiz:
anyone else having this bug?
It not a bug its a feature
Donut Steel Oct 28, 2018 @ 7:41am 
It might not be a bug. It has been discussed that in order for DLC content to not break the game, it doesn't affect certain core base game mechanics, such as RCI and is in turn not affected by them. It all runs on a parallel system rather than intergrated.

If DLC content was fully-interacting with the base game, then every value affected would need adjusting and everything affected by that would also need adjusting and this would need to be done for every possible combination of DLC that interacts with the core mechanics which a player might own.

It's an unavoidable drawback with DLC for many game designs: they can only ever expand the game sideways, not upwards.
kristofburger Oct 28, 2018 @ 7:46am 
Originally posted by Arec Balrin:
It might not be a bug. It has been discussed that in order for DLC content to not break the game, it doesn't affect certain core base game mechanics, such as RCI and is in turn not affected by them. It all runs on a parallel system rather than intergrated.
Not true. The new industrial buildings will reduce demand but the effect may not be seen immediately because they're ploppable; zoning industry reduces demand right away.
Last edited by kristofburger; Oct 28, 2018 @ 7:47am
obstructor Oct 28, 2018 @ 7:50am 
Yeah its interesting, huge industrial demand so I zoned some more. 10 minutes later they were all abandoned from lack of employees as they were all working in manually built industry.
Last edited by obstructor; Oct 28, 2018 @ 7:51am
ancienthighway Oct 28, 2018 @ 8:09am 
From another post:
Originally posted by Promethian:
...
The new industry does apply to the industrial demand bar. That is because the industrial demand bar is affected by one factor and only one factor. That being unemployment. If people need jobs then you have industrial demand. The new industry employs a lot of people. I repeat to drive this home, there is no other factor that controls industry demand.
Donut Steel Oct 28, 2018 @ 8:17am 
Originally posted by kristofburger:
Originally posted by Arec Balrin:
It might not be a bug. It has been discussed that in order for DLC content to not break the game, it doesn't affect certain core base game mechanics, such as RCI and is in turn not affected by them. It all runs on a parallel system rather than intergrated.
Not true. The new industrial buildings will reduce demand but the effect may not be seen immediately because they're ploppable; zoning industry reduces demand right away.

This doesn't make a lot of sense to me. Why would they be different if they were intergrated at all? Even if RCI does get affected eventually(and others are reporting they aren't noticing any effect), this still means the DLC content is working in parallel rather than as part of the core mechanic for RCI.
Donut Steel Oct 28, 2018 @ 8:20am 
Originally posted by ancienthighway:
From another post:
Originally posted by Promethian:
...
The new industry does apply to the industrial demand bar. That is because the industrial demand bar is affected by one factor and only one factor. That being unemployment. If people need jobs then you have industrial demand. The new industry employs a lot of people. I repeat to drive this home, there is no other factor that controls industry demand.

Now this is incredible if true, because it's the exact opposite of how economics works in that it's the demand for goods rather than the demand for jobs/supply of labour that creates jobs.
Originally posted by Arec Balrin:
Originally posted by ancienthighway:
From another post:

Now this is incredible if true, because it's the exact opposite of how economics works in that it's the demand for goods rather than the demand for jobs/supply of labour that creates jobs.
On a macro level yes.

However you're not building entire countries and economies. You're building a single town/city. The demand for goods is there regardless of if your city existed or not.

So if people are moving into your town and require jobs then you as the mayor need to zone more areas for industry, supply and demand determines if those factories stay open or not but the people still require jobs.
ancienthighway Oct 28, 2018 @ 8:43am 
Originally posted by Arec Balrin:
Originally posted by ancienthighway:
From another post:

Now this is incredible if true, because it's the exact opposite of how economics works in that it's the demand for goods rather than the demand for jobs/supply of labour that creates jobs.

Keep in mind this is a simulation designed to run on home computers. It's not a simulation actually used to city planning, although it is being used for educational purposes in some places. As a game, compromises have to be made. You have to ignore real life on many aspects and accept the world in the game. Real life: cities don't just sprout up in the middle of no where and grow to a thriving metropolis in a few years. NYC took 394 years from it's founding in 1624 to become what it is today. Game life: cities do sprout up and develop quickly to make he game playable and enjoyable. Economic rules have been changed to make the game as well.
Donut Steel Oct 28, 2018 @ 9:58am 
Citing historical cities doesn't work because 'pop-up' cities do exist. The UK made several of them in the 60s and 70s and other than 'Milton Keynes' which is remembered for it's cringey name, no one can remember them. China has built hundreds of new cities in just the last two decades and is having trouble filling them with people.

This is because these projects ignore Keynesian economics: people don't just move into cities because there is housing capacity for them(as they do in Cities: Skylines). Historical cities were founded as communities, not as economic entities or national infrastructure, they only became those after the fact. Even when existing cities expanded rapidly during the industrial revolution, they were being re-made into new cities and had trouble actually getting people to leave the mill-towns and countryside to live and work in them. One fib I see often about the period is that people moved into the cities to escape poverty and seek a better life working in factories, when life was intentionally made unbearable to force them to move.

It's not that the game is having to compromise for the sake of realism; what problem could accurately representing demand-side economics actually cause? It's that the game has been designed like most management and society games with biases that misunderstand how the world actually works. It's a city-builder that seems to take it's cues from people who build cities for a living, but who don't actually have to live in them afterwards.
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Date Posted: Oct 28, 2018 @ 7:33am
Posts: 10