Cities: Skylines

Cities: Skylines

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Highest Sustainable Tax Rate?
Has anyone ever figured out what factors determine the highest tolerable tax rate?

I always wondered what the highest tax rate you could set, without people complaining and threatening to leave. My thinking is they should tolerate slightly higher taxes if you provide either better services or costly-but-beneficial policies,

I've only ever been able to set it up to 12%. Of course, citizens can still get angry about a sudden spike to 20%, or raising taxes when you're swimming in cash. Still, benefits such as quality emergency services, mass transit, and high-life entertainment don't come cheap. I don't think they should find 13% so unbearable if they live in near-perfect Pleasantville.
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Showing 1-15 of 15 comments
BLÀde Dec 18, 2018 @ 10:29pm 
i can set it to 14% all zones right at the beginning and get no tax icons flashing. but when they start to level up they will complain and i have to drop it 1% each time. the lowest i can have it at with lvl 5 zones is 10% with the increased tax policy
Last edited by BLÀde; Dec 19, 2018 @ 11:04pm
Pops Dec 18, 2018 @ 10:50pm 
12% at all times is ok. After over 4k hours of play I have never had a prob with12%.
grapplehoeker (Banned) Dec 19, 2018 @ 1:21am 
Originally posted by V-Bro - The Titan's Driver:
Has anyone ever figured out what factors determine the highest tolerable tax rate?
I have never tried to. I always stick to the default 9% tax rate. You can make so much money in this game without ever having to resort to fiddling with the taxes or the budget, so much so, that there simply is no good reason to do so.
If you have to rely on extorting more revenue from a reliable source of revenue because you're not able to bring enough money in, then rather than investigating how you can do so, you should instead be examining how and where you are over spending.
Stealthy Dec 19, 2018 @ 1:55am 
13% is fine as long as people are happy otherwise. If they lack some services, they will complain about it.
kolpo_polpo Dec 19, 2018 @ 11:03pm 
The 2 policies who boost commercial zones will also increase tax revenue. Small and big business enthousiast or something.
Last edited by kolpo_polpo; Dec 19, 2018 @ 11:03pm
Pops Dec 19, 2018 @ 11:06pm 
Originally posted by kolpo_polpo:
The 2 policies who boost commercial zones will also increase tax revenue. Small and big business enthousiast or something.
Those will also double your commercial traffic as well.
MarkJohnson Dec 19, 2018 @ 11:14pm 
Originally posted by grapplehoeker:
Originally posted by V-Bro - The Titan's Driver:
Has anyone ever figured out what factors determine the highest tolerable tax rate?
I have never tried to. I always stick to the default 9% tax rate. You can make so much money in this game without ever having to resort to fiddling with the taxes or the budget, so much so, that there simply is no good reason to do so.
If you have to rely on extorting more revenue from a reliable source of revenue because you're not able to bring enough money in, then rather than investigating how you can do so, you should instead be examining how and where you are over spending.

+1

9% is optimal it seems as the devs designed it this way. Raising taxes causes unhappiness and you lose money to make up for the unhappiness so it likely just balances out back to if you left it at 9% in the first place.

If you want more money build schools. Educated use less resources and levels us building quickly.

I build two schools first thing with my first two milestone monies. Set game speed to x3 and watch the dough pile up quickly. Actually, I set x3 speed as soon as I'm in the green.
HardonCollider Dec 20, 2018 @ 3:48am 
Taxes should be raised temporarily for increased income. However, you can raise them to max like I do because really, money is everything.
BLÀde Dec 20, 2018 @ 4:20am 
yep if you need a quick boost raise them to 29% until the pop starts to turn red than drop them back down again :P
grazr Dec 20, 2018 @ 4:11pm 
One wonders why there's at tax gauge at all if moving it more than a few percent will damage your city in one form or another. I had mine at default 9% with a surplus of $4M at 50K running the game at normal speed. Typical income fluctuated between +4k to +12k per tick After i looked to see how much i could raise that tax gauge i've upped it to 12%, now have a pop of 70K with +20 to +45k revenue per tick (I'm guessing the disrepency in those figures is improved population vs service costs) sitting at $6M surplus and constantly re-modelling my highways and rail which is moderately expensive to do.

I've had a few death waves, fluctuating my population about 8K at the most; and i notice that mostly in my income suddenly dropping a few grand per tick.
Last edited by grazr; Dec 20, 2018 @ 4:13pm
dvdprz12 Dec 25, 2018 @ 5:19am 
In my cities, they start complaining at 14%
manonsen2003 Aug 19, 2024 @ 3:46am 
Isn’t it a dream if the real world only taxes you around 9-12%?
Last edited by manonsen2003; Aug 19, 2024 @ 3:46am
GGcake Aug 19, 2024 @ 4:47pm 
set it to max just like in real life
Tsubame ⭐ Aug 19, 2024 @ 5:01pm 
Originally posted by manonsen2003:
Isn’t it a dream if the real world only taxes you around 9-12%?

Some countries do, even for wealthier people. In fact, there are a handful of countries with no personal income taxation whatsoever.

Qatar and UAE, for example, have 0% personal income taxes, and even businesses get taxed only 10%, a little less in UAE in general but Qatar does not even have sales taxes, while UAE has it... Well, they do have tons and tons of oil, nothing that could not be simulated in CS1 by building tons of oil industries. :poppo:

Also, the ingame's tax could be well just "municipal taxes", and that cims are still on the hook for State/National taxes.
Last edited by Tsubame ⭐; Aug 19, 2024 @ 7:29pm
Doc001 Aug 19, 2024 @ 5:50pm 
Originally posted by GGcake:
set it to max just like in real life
LOL so true!
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Date Posted: Dec 18, 2018 @ 9:55pm
Posts: 15