Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tile upkeep is nothing at all similar to property taxes irl.
Seeing as the upkeep costs go up the more you buy, it seems beyond ridiculous that water tiles (with no land) could bankrupt a city later in the game, just to get a harbour or access to perhaps an island.
The high costs for tile upkeep also don't justify any minimal maintenance costs...also why not charge the fee on the starting tiles which also have to be maintained?
If I have a service building that services said land, perhaps the cost of those should go up instead.
Even if C/O decides to keep upkeep costs, there is zero chance it remains as-is with the costs. It completely destroys the idea of sprawling cities, or expanding to the edge to bring in rail, new highways or pipes.
I would agree that PURCHASING certain tiles (perhaps water and land ones) could cost more. Maintaining them? Absolutely not.
Also purchasing tiles with only water on them to access shipping, should then in turn cost nothing since there is nothing on them to maintain.
I'd personally really like to see it just reduced, by like 25% across the board and re-balance them so resources don't have such a big impact. (maybe more like just buildable area could be the main factor. Or something like that. If they ever add difficulty the upkeep could maybe scale appropriately.
Or it could be a simple mechanic to balance their economy. Who knows?
Yes, I understand that you aren't finding them easy, and you think that they are in error, but in fairness, they do have a real life equivalent.
For those of you who want to understand just what is the basis for this tax from real life, you'll find a primer on what it is, and why it is used here https://en.wikipedia.org/wiki/Land_value_tax
II'm not going to even try to argue whether the CO version of Land Tax is in any way a true reflection of how it operates in a real economy, but would rather pint out that this is a game - not a simulation of real life, no matter how many of us appear to want it to be so.
Why was it implemented? Well, I'd guess that it was included in the Economy patch because so many players , when polled, actually asked for more realistic economy, and this was one of the items that they COULD model in a relatively straight forward manner, and so they did it.
Another is the cost levied for some assets, such as hospitals.
Health care is an ever-increasing impost on the community, partly due to the shortage of qualified medical practitioners, partly due to the cost of developing new pharmaceuticals, partly due to the current litigious attitudes of so many of our communities, and partly because of the cost of acquiring and maintaining a whole range of state-of-the-art equipment. There are many other reasons, but that should be enough to be going on with.
And it doesn’t matter whether health is a public or private concern – the costs still have to be met by the community, either from the private, or the pubic, purse.
And hospitals aren’t alone in their costs. Many human endeavours are, in individual terms, expensive, and that is why the community shares the cost. Just think yourself lucky that CO hasn’t decided that our cities should have modern armed forces, because then you’d know just how like water out of a hosepipe, the expenditure that the military can generate for the commuint that it is protecting.
Everyone handled their own in game economy finances in CS.
Be it hard mode, standard, unlimited money, with or without mods or at any level.
Rarely any financial discussions needed.
CSII, although impressively expanded, is no different.
If they cannot grasp it, in/out, eco of scale, etc.
not only is it that maybe the game isn't for them.
Moreover,
they really should not be a Mayor.
No one should be assisting anyone in balancing another's budget
in relation to how they chose to build their regions.
This is not Merrill Lynch or Barclays.
In the end, this WILL BE on you.
And only you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3280682933
https://forum.paradoxplaza.com/forum/developer-diary/economy-2-0-dev-diary-1.1682626/
https://www.paradoxinteractive.com/games/cities-skylines-ii/news/dev-diary-economy-part-two [/quote]