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I do believe they should be all a single demand, in the interest of a sandbox experience. And many cities - or their inner areas anyway - do have substantial walls of high rise residential buildings.
Well, mods will probably take care of that later.
Many, but not all, of the features from DLCs and what not, are implemented in this game.
My main issue with the game is that, just like CS1, all problems except traffic are exaggerated way beyond any resemblance of reason. Air pollution covering the whole map upwind, you need a ton of service buildings to service sick/dead people, etc. In CS1 I used mods to get rid of these issues, and I cannot wait until they are available here.
At least traffic amount seems to be a little more subdued and reasonable in this version.
to encourage medium density and high density just set the tax level for -10 for uneducated or poorly educated and set high taxes for educated
Yeah, it would be good if demand wouldn't be separated by density, but rather by expense. Social housing is already an option, but it doesn't seem to do anything and gets abandoned quickly anyway.
Whilst I hope mods will take care of it, I do think it's a massive shortcoming from the developers and given their experience, it shouldn't have happened. The game just feels lacking compared to its predecessor.
Unfortunately, at this point, there's no word on when mods will finally be a thing to begin with.
And for my 10k city, there's still a lot of traffic and way too much happening in general.
The entire city behaves like a metropolis for no reason.
If that's the premise the simulation is based on, then the game is broken beyond repair.
What does density has to do with tax/income/education cohorts?
I don't know why others do.
You can sort of grow an urban core out of a big suburb, but I get the impression you are supposed to use and cover most of the unfilled area with low density sprawl.
I do not particularly like doing that, and did not do so much of it in my first city, but I think that is the intent, it is somewhat realistic, and I will probably plan for that in my second city.
It is also a lot of households for each high density building. It is easy to address demand by zoning just a little bit more than you need, where low density takes real space for the same amount of demand.
Low residential housing with a large footprint in an area with high land value has high rent. If a cim has trouble affording rent, they will seek housing with lower rent such as in medium or high density housing.
Those buildings as a whole charge much more in rent but that rent is shared between all the households who are tenants so each one pays less than they would a suburban house.
When players chase the RCI demand meter and keep zoning endless low density residential, they are keeping the housing supply high and rents down so there is never any demand for medium or high density residential.
Now when it comes to education/income/students:
Sims with better education can get better paying jobs so they can afford higher rents.
Students have no income and are attending school and paying rent using stored up wealth. That way they prefer low rent high density residential zones. They don't mind living in a tiny apartment because they are alone.
Single adults in the workforce also prefer normal high density residential in cities for the same reason.
Once cims get married and start families, they actually get a happiness penalty from living in a cramped apartment and start seeking medium density or low density housing that is more spacious and they can usually afford the rents better with a 2 income household.
Does that make sense now?
Often. In Europe, we do have a lot of satellite cities with high-rise commie or cappie blocks built "on the green field". And there are even smaller towns and larger villages with these types of neighbourhoods and/or city-like wall-to-wall buildings around the core but still a minute or two of walking distance to the middle of nowhere.
Anyway, I also managed to grow an urban core (although a struggling one), but the amount of suburban sprawl I had to do to create for this is unreal. For every block of mixed-use and high density buildings, I had to build at least ten of suburban type. This is not what a 10k city looks like, let alone a European one.
No, it does not make sense.
Formal education doesn't immediately translate to income. I betcha a lot of undergraduates can sing you a song about that.
And some of the most expensive housing is in well-serviced, inner-city, high-density developments.
Take away the well-serviced part and you end up in an unbearable ♥♥♥♥♥♥♥♥ - though with the current housing market still an expensive ♥♥♥♥♥♥♥♥.
Wealth is not a defining factor for density, And connecting higher-density housing to lower-income households indivisibly doesn't make for a realistic simulation but turns RCI-chasing into the only viable way to beat the game in a reasonable time frame.
That's a good hint for Schönbau (with unlimited resources and all unlocked), but when playing the game as a game and not as a canvas (nothing wrong with that, just not what I'm talking about), you'll start with low-density buildings and stick with low-density buildings for the most part.
Problem now is that demand for industry, retail and offices doesn't go up much and is quickly met with just a few buildings. And even if high-density housing is built, it quickly gets abandoned. Everybody just wants more suburbs. Suburbs! Suburbs! Suburbs!
" Children always go to Elementary School if one is available, while Teens and Adults have the freedom to choose whether to go to school or switch to working. Teens can go to High School while Adults have the option to either go to College or one of the Universities available in the game. When choosing between school and work, citizens calculate which is financially more beneficial for them: to start working now in a lower position and earning money, or studying for a higher possible position earning them more money. Some citizens also simply choose to study or work depending on their inherent interests."
Source: https://www.paradoxinteractive.com/games/cities-skylines-ii/features/city-services-districts-policies
"New residential zone types include medium density row housing with wall-to-wall homes, medium density housing with apartment buildings, mixed housing with shops occupying the ground floor and apartments taking up the rest of the buildings, and low rent housing with large apartment buildings housing lots of small apartments. Low rent housing is especially useful for low-income residents such as students and young adults who have moved out of their parent’s house to live in their own first apartment.
cities II housing
Medium density row housing consists of narrow wall-to-wall buildings
Low and medium density housing tend to have larger apartments which most residents find appealing. However, the cost of living is usually higher in smaller buildings such as detached houses, row houses, and medium-sized apartment buildings as the costs are divided among fewer households. Increasing Land Value also affects smaller buildings more as it affects the size of the rent in general. On the other hand, high density housing can fit a lot of people in a small area but its main negative aspect is that the apartments are usually small. Conversely, the rents are more affordable as the building’s upkeep is divided among a large number of households."
Source: https://www.paradoxinteractive.com/games/cities-skylines-ii/features/zones-signature-buildings
If you still hate it, then you have a problem with the game's design.
Make sure you submit a bug report.
Also people need to stop following the RCI demand bar. It's just telling you what has good conditions to develop if you build it. You have no obligation to follow it and I think it's a bad habit people have from playing other city builders.
Right now I've got a city with maxed out demand for low, medium and high residential and just a tiny sliver of demand for commercial and industrial with most things at level 4 or 5.
It's got perfect equilibrium right now. Industry is commercial is able to satisfy all residential needs and industry is able to satisfy all commercial needs. Happiness is through the roof because everybody is extremely wealthy so all I have is just people want to move in.