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After reading the notes over and over again it seems to me the game economy is having the slate completely wiped. Which will require us all to begin again.
That is probably a good thing as it will have the effect of putting everyone back to the starting line. I don't expect very many favorite saves to survive it at any at all that rely on mods.
Some things are going to either make the game easier or are going to break it. By switching the cost of upkeep for a building to be equally divided between the renters and removing the landlord part of the equation, that means rent will fluctuate even more based on occupancy.
A lot of things can go wrong with that when you have varying education/income levels occupying the same high density residential building. It creates a domino effect when those with low incomes start leaving and it causes those with slightly higher income to be unable to afford rent and so on.
With higher level buildings requiring more upkeep, I see the problem getting worse as buildings level up.
We're in big trouble if they were focused on just removing the high rent notifications which only really appear on low density residential because the game was coded to only show the icon if more than 70% of the tenant households have trouble paying rent.
Their change to make cims prioritize paying rent before they consider budgeting for resources was unnecessary if they just fixed the consumption scaling bug. That's the amount of resources cims desire increasing exponentially PER cim as the city's total population increases which itself was probably a fix for how buggy the whole logistics system gets if demand for goods doesn't massively exceed supply.
Some of those elements I see are:
- Fixation on taxing profits instead of revenue.
- No property ownership.
- Collective funding of building upkeep and services.
- State ownership and management of public services and utilities with subsidy funding from outside the city if the city can't pay for it along with free service vehicles from outside the city.
- Focus on employing cims in office jobs while relying on imports of material goods from outside the city.
- Low rent dense residential.
The list just goes on...
But, we'll only know once the rubber hits the road. If things work the way they want people to believe they'll work, then it sounds like we may finally be on the right path after a year of floundering.
I am not sure I like the idea of a building to get poorer and deteriorate, eventually collapsing. Its adding unnecessary complexity which I worry will affect the gameplay and perhaps even the economy they are trying to fix. I don't really want more micromanagement, I just want to be able to control the micromanagement that the game already has in-built.
I hope it works, anyway and we dont really notice that change. I really want this game to mature into something it should be.
If we want to actually subsidize our cims, we can do that through the tax panel by education level.
If cims can't find housing they can afford and will just move out of the city in order to remove the high rent notifications, then what triggers them to become criminals?
What is going to be the new mechanic that drives seniors to move out of the city if not high rent?
If you mod the game to increase illness chances of seniors and lower rents which keeps them from moving out so they die in the city, your healthcare and death care services get completely overwhelmed. Un-modded, unless you are really bad at not placing residential downwind of air pollution and you're giving your cims poo water, most of your healthcare and death care goes unused.
You may have missed the "not" operator. The code (in v1.1.2f or previous) shows that if more than 70% of the housholds can afford it, the icon will be removed. On the contrary, if it exceeds 30% of them cannot afford , the icon will appear.
https://steamcommunity.com/sharedfiles/filedetails/?id=3136728513
but will it fix the 'city painter' element?
They'd have to really carefully manage the wages vs rent and if they get the balancing wrong. they can't wait to fix it with a big patch 4-5-6 weeks from the previous one.
I just don't trust CO to throw out lots of small quick fixes / hotfixes to issues.
We'll have to see where it goes, but that's my immediate concern.