Cities: Skylines

Cities: Skylines

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Ondjage Mar 29, 2020 @ 12:55pm
How do I generate a healthy income?
I just picked up the game today and started playing it for a while. I've been learning a lot - especially at how detailed the game really is, I'm astonished, and it's really fun.

The problem I'm having is that when I get to about the second stage which was about 600-700 population I notice I just can't make money. I'm taxing my town to death to keep up with expenses. I want to grow my city, but I notice it's penalizing me for expanding. Perhaps there's a mechanic in the game I'm not understand so I can generate a healthy, booming city?
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Showing 1-9 of 9 comments
Azagaros Mar 29, 2020 @ 1:14pm 
the idea of setting down fire, police and medical with parks/entertainment keeps your citizens happy which they upgrade their places. Industrial and commercial create jobs. if you keeping up with demand data you can keep ahead of the curves and the income usually follows. I am usually sitting 7 million excess by 70k people.. Also keep the industry seperate from the other two zones types. industry makes citizens sick and are noisy which are not good for their happiness and can overwhelm medical services and death services. Keep on top of cemeteries too. Also keep trash and power plants from residential and commercial by power lines can get expensive and heavy traffic can delay trash pick up.
Justa Guy Apr 6, 2020 @ 11:00pm 
The big thing is to keep things happy and running. Also don't forget to speed up the time and let it run as much as you can so you don't have to sit and wait for money. If your not running any mods traffic will despawn. This is one of the leading causes to problems as those despawned people won't go to work or buy things form the shop.

This leads to "not enough workers" Not enough resources" etc type warnings. Sure they happen some times naturally, but most the time it's because the people can't get to where they are going before the game removes the car/truck.

A huge tip too is don't pay too much attention to your demand meter. A lot of the time they will ask for comercal industry but you already don't have enough jobs or shoppers to keep your current ones happy. Also remember roads, trains, busses etc cost money so try to avoid too much wasted space early on.

I have been doing a no mod run with just hte four basic starter DLC pack and it's tough. Without Industries, Parks or Universities DLC making money is pretty tough.
MarkJohnson Apr 6, 2020 @ 11:12pm 
Spend as little money as possible and set your game speed to x3 once you start making profit. It not only gives you more money, it also matures your city faster. Otherwise, you will be building faster than your city matures and you'll start losing money.

Education is the big money maker early game. Outside of the initial power/water/sewage of the start, I build schools only. My first three buildings I plop, are all schools earned from the milestone bonus money, plus a garbage dump as they start needing garbage collection by this time. Then usually police/fire are the next milestone bonus income, as they start complaining by this time.

But don't buy too many plopable buildings early on. A small city doesn't need much services.

For example, cims move in as adults and take about 4-5 years before they die. So you won't need a cemetery for 5 years. You may get one or two complaints of a dead body, just ignore them as they will reoccupy quickly.

Same for Heath care. Cims don't get sick. So you won't need hospitals or clinics for a while. Just make sure residential is about a block away from commerce/industry, so they won't get noise or ground pollution. Make sure to not plop building that have noise pollution in residential. Keep them a block or two, sometimes more depending on how much noise pollution it generates.

Good luck.
Last edited by MarkJohnson; Apr 6, 2020 @ 11:14pm
me22ca Apr 6, 2020 @ 11:25pm 
Originally posted by MarkJohnson:
But don't buy too many plopable buildings early on. A small city doesn't need much services.

This.

The game will keep prodding you to look at new unlocked buildings, but you can wait. Wait until you get a crime complaint to put down a police station. You can even wait to put a fire station until there's a fire, if you pause the game when you see the fire. There's no need to put in a high school for a while. Don't use any parks but the small park. (It's by far the most efficient, just a bit big. But at this stage you have plenty of space, so that's not a problem.) You don't need busses because cims will walk the whole width of an unlock area, and your city's not that big yet. You'll get plenty of demand without going heavy on services at the early stage of the game.
Last edited by me22ca; Apr 6, 2020 @ 11:27pm
Justa Guy Apr 7, 2020 @ 10:10am 
The other thing to consider with the services is people may complain and won't fully upgrade without one nearby, but they don't actually need it. The biggest one is Education. every housing district seems to want a school nearby to upgrade but if you look at your over all demand/supply your usually way over.
MarkJohnson Apr 7, 2020 @ 1:48pm 
Originally posted by Justa Guy:
The other thing to consider with the services is people may complain and won't fully upgrade without one nearby, but they don't actually need it. The biggest one is Education. every housing district seems to want a school nearby to upgrade but if you look at your over all demand/supply your usually way over.

The game wants you to spam all services. Just make sure your roads are green for all services, high density residential can have up to four times the residents living in them, so they need overlapping coverage for pretty much everything.

Just make sure ALL services are mixed in with your city buildings. Do not clump any of them together, not even two of them. And don't put them out on the highway on some offramp by themselves. They offer no happiness bonus to anyone out there and can mess with other coverage stations. For example, I helped on a city with death care issues and he had crematoriums out on the highway so they could cover 4 different districts. It was messing with local district crematorium coverage and cims not getting picked up promptly.
I will be TLDR and all over the place.

You want to start by moving at the pace of your needs. When you start, place your entrance setup, your initial roads, then your water and power setup (wind turbines, power lines water tower, sewage pipe outlet). At this point, you want to carefully zone about eight 4x4 areas, not all in the same cluster. Forward about 10-20 days, which should get you commercial and industrial demand. At this point, zone both to about 50% demand bar. You want to try to zone about four to eight 4x4 residences every 30 days.

***The reason we do this is a Cim has 6 years to live, then dies. So if you zone all at once, they all move in at once and guess what? Die at once, starving your city of workers and spamming hearses all over your roads at the same time. So, when you zone this way for the first 6 years, you will lose a sick amount of money. I am usually about 2m in the hole, and I do not ever take that achievement killing loan.

1. Place down fire when you get your first one. Place police when you get crime, one medical clinic. Place one elementary and high school for now, and defund them, click individual buildings, not in budget tab, and you want to be right in the yellow area. Don't overeducate all your people. We want a college too, but we don't wanna spend the cash. Place down your trash incinerator ASAP and don't rely on big space killing landfills. Get down a bus ASAP and get that going. Bus Routes help level up areas.

*You may place Low Density Commercial near Residential Zones as a sound buffer against Noise Pollution. Once you understand Pollution, you won't need more than 2-3 medical clinics in your entire city because people will rarely get sick. Use smaller roads in residential zones - they don't need big roads because they don't get freight or customer traffic.

2. Expand some roads and pipes so that you have space. Your big concern is that if/when you run out of money you can still zone, but can't build anything else. Just in case you go broke, you want to retain the ability to zone your way out of it, provided you have enough demand to keep going and have your parks, trashes, water and power covered, you're going to be fine if you run 200k in debt or more.

3. I keep taxes around 7% which keeps lots of people moving in. When you become overdependent on 12% taxes to break even, you've already lost. You want to look at your budgets. Don't build stuff you don't need. It's okay to build out a grid you want to fill in, but fill it in slowly like I said, about 4-8 4x4 residential per month.

When you can get High Density Residential, don't do more than 2-3 per month, and if you do, don't zone low residential at the same time. Same as before, but a LOT more people. When High Density residential levels up you get a huge spike in tenets and you get a huge spike in new births which helps flood your population and contribute to death waves.

My first priority is not profitability, it's reaching "Year 6" and having a good population distribution among all age groups. I define failure as seeing 35%+ Seniors. When I hit my year 6 mark, every month I will have a roughly equal number of births and deaths.

Then you can keep it going - by about year 30, you will have your high density residential situation stable without calamity deathwaves. Don't overthink it, but be aware of it.

Profitability means you need enough services for your Cims to make/keep them happy and healthy while having enough income to pay for your services. A lot of people like to hit that point where they get about 2k-5k/mo and fast forward on 5x speed to get 100k income or something as a safety buffer before going wild.

You will become profitable as your born Cims, not the ones who move in, but the ones they give birth to - grow up, get educated, and get higher category jobs and residences, and land value increases. That is when they will generate the income above the basic services you must have. Don't add all the mass transportation at first, a few buses are fine (so are trams if you know what you're doing).
Last edited by Professor Hardknocks; Apr 7, 2020 @ 2:15pm
Ferdiepip [NL] Apr 7, 2020 @ 2:39pm 
One thing helps me always in the beginning; set the budget for electricity and water on 50% and dont buy any of the expensive green ♥♥♥♥ (you might do that later)
I personally set my panels to have more service at night time and less during day time. Education gets 0% for night time until later when I build universities dlc stuff.
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Date Posted: Mar 29, 2020 @ 12:55pm
Posts: 9