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As you upgrade to the next pop tier, your tax income will increase greatly but that will also decrease citizens in the lower tier since they have "upgraded" their jobs. So you can't upgrade all pops at the same time. You can manage this by turning off buildings that don't need immediate production since that also disables money and manpower upkeep until you turn them on again.
Healthy production means having decent stocks of goods that are not decreasing because production cannot keep up with consumption. If you wait until stocks reach zero and hope that you can suddenly place tons of production buildings to compensate, it won't work because people leave if their needs aren't met and this will lead to a downward spiral where production suffers because people leave, but you can't increase production without adequate manpower. So expand production only when stocks start to decrease and not immediately, even if you can afford it.
Almost all of the money fixing tricks I see people post are basically cheesing a poorly implemented trade system with npc's or Paloma easy mode.
I'm playing with my friend right now who's new to the game and he's obsessed with maximizing building ratio's. Which is fine until you hit the steel phase and it breaks your economy and slows down your game progress to a crawl.
If this game could be modded, I'd look out for a mod that lowers upkeep and/or manpower requirements. Even at normal difficulty, the insane upkeep costs slows down the game a lot as you have to constantly micromanage production and manpower requirements to avoid inefficiencies from labor shortages. But production chains from artisans onward push up these requirements by a lot, forcing you to upgrade manpower prematurely to meet them. Such limiting mechanics make gameplay very scripted and not very enjoyable.
I'd rather have a system where manpower for all buildings is drawn from a common pool (instead of by classes) but perhaps with higher upkeep for more advanced buildings. This way, it doesn't force premature pop upgrades before you can expand production to catch up.
Edit: My bad, I see the mod browser, guess I'm not used to non-workshop mods. My past mod experience with Xcom was a nightmare when I had to use an alternate mod launcher lol.
The biggest thing that got me making money was just completely isolating industry from living quarters, and spacing the living around Needs/Entertainment hubs just like I did with the warehouses and goods. I'll make little rectangles of neighborhoods around the main attraction, then once they started getting 3 rings away, make a little 3 square ring around it of decorations intermixed with vital facilities like firehouse or markets and pubs, then keep expanding. When the terrain gets dodgy, I absolutely love making farms there with weirdly shaped plots that eat up every inch of that hard to build cliff land. I assume all of my farmers have +4 to climbing checks as a result, and the sheep are dire mountain goats.
Well, I suspect it's more about the old prison metaphor of picking up soap in the shower. I let you guess what that image stands for.