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First, the happiness ratings you see in wheel of life goes up to 10. 10 is max. Say you need 55 health, you provide 55 health, you'll get a 10 health score. The worker happiness somehow affects commercial/industrial efficiency.
Start slow. The density you set is only maximum allowed density. Just because you set the district to medium doesn't mean everything upgrades to medium. I think I provided too many services so my growth was somewhat slow. I didn't see any high density buildings afaik but i didn't check exhaustively.
So, start the game and just make lots of low density districts. Fill up the whole map. Be very cheap with services.
Now, this is probably most important: how to be efficient in providing services. Some industry for example benefits from gas pipes. But they don't care about gas street lights. So! I decided to just make 100% pure industry and set those on the northern border. In the south i made long skinny districts that were ~80%-90% residential, rest commercial.
That way I'm not wasting any services on industry, and the industry debuffs are kept away from residents.
I'm assuming industry gets staffed automatically, there's no traffic/etc or proximity factors needed.
Also, remember that the global economy can go into deep recession for YEARS. It's all about trying to keep a positive income but also avoiding not investing in supporting buildings and institutions, cuz they can help boost the economy even though they cost you like, 5 million to place and 43k a year.
With regards to businesses going bankrupt, I too was confused since raising the tax (i've had it as high as 50% lol) indicates banruptcy but lowering wasn't fixing it for me. I then figured out (manual helped a little) that commercial (don't think industry does) acts like governemnt services and get quite a buff from residents living inside their circular arua (finally makes sense why it automatically fills the center of districts with commerce now).
With regards to commerce, and any RCI increasing in density, I think tax rate is a big issue here. High tax rates seem to stagnate the influx of new buildings (including increase in density). This is one reason not to over expand, it's best to let your districts fill up first. The manual also mentioned that by raising the tax rate businesses are required to meet a higher efficiency or quality (pretty sure that's a typo meant to be quantity), which is also explained. Efficiency is the maximum amount of goods/service that can be provided by the business. Quality (QUANTITY!) is the amount they actually sell (though i've seen this higher than efficiency so...??? Mind you it would make sense if they were doing some sort of mass production versus brand loyalty thing, but there's no mention of it).
Manual definitely helped me a little bit (right click on Urban Empire in library to get to it). Still wish there was a proper balance sheet with an economic breakdown ingame.
Hope this helps.
AFTERTHOUGHTS lol (this might help to)
Stay ahead in technology. Institutions, services, and edicts are all essential to get the 10 happiness and therefore the moneys. Edicts are really powerful, alot of them create money out of nowhere, or do global buffs for a small price (your income will increase from enacting them).
There's also something fishy with the technology events. You've probably noticed most technologies have an event midway or at completion. Some of them when you hover over the options bring up an additional dialogue. These are previews of certain edicts (which you can enact without selecting the event choice), so to gain MORE BONUSES never select an option that has one of the edict pop ups, cause you're essentially sacrificing a +1 life wheel bonus (that's what they usually are) for nothing....... cause you can just vote the edict in......
I really appreciate the feedback.
I'll try these strategies out and see where it takes me.
Hopefully I'll be raking in the moneys 8-)
RCI is really important. that is where all your income comes from. if your services are making you go broke. either try adding them slower or taxing to meet the increased expense. play around with it untill you figure out a way that works for you.
increasing density can also make you go very poor very fast if not properly added in. if your people a growing at the ratge of small houses or shops and you have space for high density then those spaces will fill in very slowly as it is just to high to fill with the rate of growth. this will cost you a lot of money!
i have a simple guide you can check out too. it isn't professional or anything but it has some good tips in there for figuring out income.
good luck!
See I have gone broke spamming districts at the start.
I think this is because you can't fulfil the WOL requirements leading to unhappy peops who don't work and so economy tanks.
I have found it better to build up three then four and by your fifth district having the first couple of districts in full infrasturcture and a few buildings, even a med density or two.
People are getting happy, economy is building.
I've also read somewhee that there's no point adding infrastructure without at least a medium density?
Slow is the way.
I've ruined a few games because I went +4 and rushed.
Also, never hassle the politicians except elections.
Its just not worth it. Towards the 4th and 5th era if you have -10 goodwill with any of the parties they will not move for anything and it's too late to get it back.
(Generally though, if you're doing everything right ecomomy-wise and it matches the budget, they'll vote all your districts decisions.)
I'm still finding it a struggle, not a cakewalk ..with money though.
Any tips are great, we're walking as blindly as the new Trump adminstration here...
I've started writing down the effects for each event; you can check out my guide (tooltips). Still a work in progress but there are quite a lot of good and bad choices in the events.