Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
The real reason is exports of water and power, and only exports of those seem to make you go in the green because city services import goods from outside the map to make your costs always too high.
Importing cops, power, etc is cheap but actual goods are expensive. This is why the coal power plant barely breaks even for exports, you are paying max price for coal even next to a coal mine.
This is also why geothermal is so OP, no input from off the map.
"However, money doesn’t circulate in a closed system and it doesn’t appear out of nowhere.
Rents, import payments, company profits, and player income are money sinks that remove
money from the economic simulation. To balance the money sinks, the simulation also features money sources in the form of paid rents and company profits and the funds used by the player which are distributed so that half of them go to the citizens based on their education level and half are evenly distributed to the commercial buildings’ wealth. Other money sources are export income from businesses and city services, tourists, and the aforementioned government subsidies for the city and individual citizens."
From the dev blog: https://www.paradoxinteractive.com/games/cities-skylines-ii/features/economy-production
So the main purpose of the government subsidies is not so much to keep you in the green, but for you to spend to pump money into the city's economy.
There's no easy fix for this because they didn't actually simulate an economy in the first place. You win simply by growing your population and staying ahead of the loss with the subsidies and Milestone rewards and not adding service expansions/expenses until your population reaches the correct fixed amount. Do that, you win.
Once players work this out, that there's an actual best formula you can use to win every time...there is no game anymore. Then you simply follow the recipe: "Once your population reaches X, build a Y. Then expand it with Z once it hits this number. Set your taxes to N and make sure you zone using this ratio".
That is how shallow and simplistic everything is. But they didn't expect anyone to notice, I guess. Or maybe they THINK they created something very complex and clever, I don't know. Either way, there's no easy way forward.
You make enough money to randomly place what ever object you want anywhere on the map. No zone of effect, no economic repercussions, just keep making more money.
They built a simulator, marketed a simulator, promoted a simulator and then . . . . . . removed the simulator.
The performance issues where a smokescreen. Promoted to actually smudge over the literal fact that the game, upon release, isn't the game marketed.
Can anyone say BF2042?
There's another game that simulates the concepts of households and a finite money supply called Lords and Villeins. It's doing the same thing as this game but on a small medieval village scale.
I do agree tho that the it is currently far too easy to rely on importing goods and services.. It should be a last resort, not a go to method.
But CS1 was far easier.. It was impossible to "lose" even in the beginning. You never had negative income and it only got easier once you got access to your Industries DLC stuff.
So I don't get why people have issues with it now.
The biggest issue right now is not performance or that cost of importing goods/services. It's that Industries don't actually need to buy resources and sell refined resources, commercial zones to buy refined resources and sell goods or residentials to buy any of it to have a functioning city.
It'll function regardless that and.. As soon as something enters the map it's added to the storage/house/building etc.. It doesn't actually need to path there first, it's just visual.
It's still a game and bad decisions in the game should have conquences or else it's a just a city modeler, making any type of simulation otherwise pointless.
The money is irrelevant, as are the npc's, along with the taxes, budget, etc.