Citystate

Citystate

View Stats:
Freedom Index,Civil Right Index,Foundation
My Question is do Freedom Index and Civil Right Index change anything.Are there any good or bad effect?
The Austrians,The Keynesians does it have any effect when i pick on off them?
When i do create a new State does the Foundation choose ( WE BELIEVE IN...) has any effect,
"About Humankind","About Society",About Economy","About the Power of the State"?
I try little bit everything and i know that they change the Freedom Index and Civil Right Index,but does Freedom Index and Civil Right Index do anything or the pick off the Foundation choose?
The Austrians,The Keynesians both did not change the Index if i am not wrong but what does it when i pick one off them?
< >
Showing 1-12 of 12 comments
The freedom index increases social mobility (there's a higher chance for low class families to move up to middle and upper class), inequalities, stock market variability and the demand.
The civil right index increases the approval rate and reduces income inequality (boost the middle class).
The choices you make when starting a new State ("we believe in") affect both freedom and civil rights indexes.

The team you choose doesn't impact the economy. It only changes the advices you see with the issues and in the advisors menu.
thx you,good to know,i was thinking it's has no effect and only represent what kind of country you would have.

I have more question if it okay,because there is no tooltip about some stuff and no wiki about this game.
It's about street,is there any reason to upgrade streets?
My street is lvl 1 and there is only capacity of 80,but i did not upgrade the street and there are driving over 1000 cars.
I am over the limit,give this some penalty?
Even if you upgrade to lvl 3,this gonna pass the limit too.
Last edited by [♀Electric♀Girl♀♥❤]; Jul 15, 2018 @ 3:27am
Roads working over capacity decrease the land value of nearby buildings. You can check building land value with the census tool. For instance, the highest stage of the upper class buildings require a land value of 320 to develop.
At 1000 cars you can build a monorail, it will increase the road capacity.
Don't hesitate if you have more questions! This also helps me figuring out missing information I should add!
thx i have few questions.
But you dont need answer them or all of them,i dont want take to much of your time.

How do i stop informal settlers appearing,first i was thinking maybe there is not enough room for the people to live,so i build a lot of Resident Zone,but its does not decrease the informal settlers,than i was thinking maybe i had to many unemployment,so i build a lot of commercial and unemployment drop to 2%.
But still it doesn't change,they keep coming and growing.
Is Inequalities Index bad when its high?
Inequalities Index is around 59-65.
My Freedom Index and Civil Right Index are both almost at 100.
Approval is around 70.
I have 3 saves to same city but different grow rate to test out how to remove informal settlers.
The first one is roughly about: low class 1.41/middle class 2.79/upper class/upper class 3.68.
The second is roughly about: low class 0.43/middle class 2.77/upper class 3.72.
The third is roughly about: low class -3.01/middle class 4.24/upper class 5.37.
The avaible amount money/grow rate each class is pretty high expect at the third save,i am at the moment trying to remove the low class completely,i am not done i have still around 320.000 low class and try slowly to make move in higher class and low class is slowly decreasing.

When i play,i have always same situation.
At the beginn of your game you have of course almost only low class.
Later you have than a lot of low class,than middle class at the least upper class.
And than you have only low class and upper class,middle class disappear,its pretty strange.
Why does it happen?
I try to unlock airport but for that i need middle class.

Does tourist generate money without hotels or any other buildings?
I am not sure but i think i have an idea.But i am not sure this numbers are from tourism.
If there are 100 tourists in my city they generate 50 money without any building income?
Or do they generate nothing and only from buildings?
I can only guessing and i am not sure this number is right.100 tourists = 50 money?
There are no information how much i get from tourism.

I figure out that tourism "Available Activities" is the number of how many max tourism you can get in your city.
For Example if i have 50.000 "Available Activities" than there can normaly only have max 50.000 tourists in the city.
So i made a new city to test something and build a early tourism city.
But i figure out that at the beginn of the game you can only have 1% tourists compared to your
population number.
Lets say i have 2000 people living in my city,there can be only 20 tourists.
In my later save game i have around 15% tourism compared to my population,i could even do more if i wanted.
It seems there is no limit later how many tourism you can get compared to your population,i didn't test it out full,but its looks like.
Why i can't in early game not build a tourism city?
Why i can't pass the 1% in the beginning?


Here are some exploit/bug that i figure out randomly when i was testing some possibility,but i dont use them because they destroy the fun.
1.When you are at the beginn of your game and you have 0 population.
You can increase the education/health/security Budget but dont pay anything and when you have 100% you can start building your City with 100% everything and have utopia status.
2.You can generate money without effort and expand city super fast without jobs in few minutes you can have hundred's of thousand's or million's of population.
You only build Social Housing and pick policies that that increase low class grow.
Because Social Housing doesn't need be build like Resident Zone and people get move instantly in the house roughly 200 people later 1000 (larger Social Housing) you can grow super fast.
And you can raise the tax extremly high and you have a in few minutes millions of people and tons of money with no effort and they pay tax even without jobs,the buildings gets not abandoned like Resident Zone when they are unemployed.
3.You can get over 100 Civil Right Index.
When you are almost or at 100 Civil Right Index you can open borders for immigration 5 times and get 110 Civil Right.
4.You can set sale tax under 0% than a bug appears and nothing grow anymore and you read at growrate NA.

Here are some Ideas but you can ignore it.
When i play sometimes i wish,it would be possible to make some specialised zone,like only low class can here build and live or middle class or upper class.
Like real city there are zones there live only different class.
And when i build tourism i which i could do tourism zone for hotels so i can place them maybe near the beach.
When people demonstrate they destroy buildings,the building should rebuild like abandoned buildings.(just for the case maybe when your city is to big you maybe not gonna see what gets destroyed).

You dont need answer my questions,i dont want take your time.I am just curious about the mechanic and how things work in this game,its do more fun to play the game if you know which actions affect the game.
I like this game,i wish more people would find this and support you.
Last edited by [♀Electric♀Girl♀♥❤]; Jul 16, 2018 @ 11:21am
Hi! Don't worry for my time, your post is actually really helpful for me!

Informal settlers:
They appear mainly for 2 reasons: high lower class tax rate, borders wide open.

Middle class disappearing:
The policies are the major contributor to that. Also a low education score, high inequality index (>50), high freedom index contribute too.

Tourism:
To get tourists you need hotels. To get hotels you need at least commercial buildings at stage 3. The best thing is to always have a little more available activities (special buildings + parks) than available beds (provided by hotels). In an healthy economy when you have more activities than beds then hotels will develop. More balanced things are, more profit you'll get from both hotels and activities.

Bugs:
1. Yep, but as soon as your population grows your budget will suffer.
2. Great remark, I was not really aware of this. I'll try to fix this by making tax revenue decreased by the unemployment rate. If people don't work, they don't have any income and shouldn't pay any tax (except sales tax).
3. This need to be fixed too indeed!
4. ♥♥♥♥, not good. I'm going to change that too!
These bugs are getting in my to do list right away.

Ideas:
- I'm not aware of any country restricting the access to some neighborhoods to only a certain social class. What usually happens is that the market and land prices naturally lead to segregation. You'll see that in the game the middle class and the upper class always choose the priciest lots (with the highest land value).
- Investors choose by themselves the best lot for their hotel, it's entirely driven by the market.
- Work on your approval rate man!

I'm working on new updates already. Next feature should be a region mod (with a region map and connected city-states), nothing official yet as I'm still having a hard time coding all that and have no idea how it's gonna end up. :steamhappy:

Thank you for your feedback, this is undoubtedly very helpful!
Last edited by Citystate_Andy; Jul 16, 2018 @ 1:10pm
i have on question

Trade capacity is for export goods and when you don't have enough capacity,industry will not grow or will be abandoned.
But are there any negative effect when you have not enough trade capacity,but you don't have any industry?

I posted something and i edited now i dont know you read it before.
I was thinking stateowned-industry is not importing any ressource,i was wrong maybe i just had not enough worker.
I was thinking there are enough employe,because game-info told me there are employe.

I found out that the game always telling me stateowned-mine and industry are employe even with no population.
Gold-mine,iron-mine, and oil ressource are working even with no population in your city and generate money.
Not sure its every useful information,i just wanted tell you :)


and i have to thank you,i almost played 50 hours,the update sounds very good
Last edited by [♀Electric♀Girl♀♥❤]; Jul 18, 2018 @ 1:28pm
Hi again!
Yes I've read your post this morning, it was much longer! I guess you solved the issue you had with industries being unprofitable.

If you don't have any industry or farms the trade capacity doesn't matter, the mining industry will still be able to export its production (where I live the mining sector export its production itself without using the 'official' infrastructure).

The state owned factories don't import resources, they need local production to increase their output. (State owned factories in China or the former Soviet Union were not importing resources and today's international commerce laws boycott any subsidized goods and services for unfair competition reasons.)

50 hours is great already! Hope you'll enjoy the next updates too! The game is getting slightly more visibility thanks to better reviews, I just hope it stays that way!
I think i found one mistake randomly in the policies law.
In the law "Wildlife Preservation" i think you interchanged something.
The second choice "Transform some areas into reserves; restrict and licence the number of hunters".
The third choice ""Transform some areas into reserves; ban hunting".
In the second choice you get +4 Environment and there is no cost and hunting is still allowed.
In the third choice you get -4 Environment but the hunters are banned how can it be bad for the Environment to ban hunters and hurt the Environment and you have cost.
The cost would be okay if banning hunters benefits the Environment.
I think you need change the second choice to -4 Environment and the third choice to +4 Environment.
Last edited by [♀Electric♀Girl♀♥❤]; Jul 19, 2018 @ 1:37am
This was made on purpose. Here was my rationale:
Multiple studies have shown that banning hunters completely can harm the environment. Without any hunters out there some species reproduce like mad. Too much of a mere species and it's the entire ecosystem that gets disturbed. Thus, restricting the number of hunters is a way to control the animal population and it keeps the ecosystem balanced.
Bug?
Policies/law do not influence Education/Healthcare/Security?
I always feel like to choice a policies/law have no impact on Education/Healthcare/Security and maybe Environment,it's only impact the growrate on low/middle/upper class and the Freedom Index / Civil Right Index.
So i test it out and start a new game.
Game start always with Education=20/Healthcare=20/Security=40.
Now i waited on the policies/law appear,meanwhile i build a city but i dont raise any budget,i let the budget at 0.
I focus on the policies/law that increase health,and after 4-5 policies/law that should impact health i had still Healthcare at 20.
In other try,i tried to influence the education and the security,same result,numbers didnt change.
Policies/law do not impact the numbers they are always same,no matter what you choice,they are always Education=20/Healthcare=20/Security=40.
Last edited by [♀Electric♀Girl♀♥❤]; Jul 20, 2018 @ 12:54am
It's good observation. I need to run some tests on my side too but I think this is something I've already checked. I'll see if I can improve the algorithm for health.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jul 14, 2018 @ 12:31pm
Posts: 12