Cities: Skylines II

Cities: Skylines II

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Aieonae Dec 6, 2024 @ 2:56am
FINALLY a "workaround" for "high resource cost" complains
Logistic can only placate to demand up to a certain extend
https://steamcommunity.com/sharedfiles/filedetails/?id=3378362400
observed was a hyperactive entertainment demand which uplifted the beverage demand of which both retail margin resulted complains.
https://steamcommunity.com/sharedfiles/filedetails/?id=3379080457
To deal with observed hyperactive status and further discourage development of such industry and services an extreme taxation of 30% was put in place for both retail and industries involved .
https://steamcommunity.com/sharedfiles/filedetails/?id=3379078120
https://steamcommunity.com/sharedfiles/filedetails/?id=3379078436
Hyperactive demand nullified, i just demolished remaining complaining owners(stragglers ), no further observed complains,
https://steamcommunity.com/sharedfiles/filedetails/?id=3379081275

But i strongly suspect it might be a bug, as in effect I am just snuffing the demand for the complaining parties so they will not develop... I don't think that is how we suppose to deal with complains in real world.
Last edited by Aieonae; Dec 6, 2024 @ 3:17am
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Aieonae Dec 6, 2024 @ 3:14am 
Unusual observation, just after I ousted the last of my entertainment and beverage market I was awarded the specialization industrial building "switchon" when I build it, in it's boost it indicated "city production specialization".

I am suspecting I just observed the game make me oust an entire industry to make space for specialization of the city industry according to their development trend...

Another separated observation was I accidentally off my helipad for my hospitals and I noticed a drop in sickwave counts and subsequent death waves counts. After I turned back on it multiple by at least 1.5 time before I on it count. I turn it off fair enough it drop again? Are some seniors pulling prank calls for helicopter dispatch?

Maybe the misbehaving factors are not bounded to just traffic misbehaving computing. It could be a bigger pie in the game.
Last edited by Aieonae; Dec 8, 2024 @ 12:22am
Aieonae Dec 7, 2024 @ 10:16pm 
Darn the game sure felt like doing an exam, where you give the right answer to the wrong question and realized you had taken the wrong exam the entire time and you are expected to infer both exam questions and answers now during this exam, which was a subject supposedly scheduled to be learn in the upcoming year.
Last edited by Aieonae; Dec 7, 2024 @ 10:42pm
Aieonae Dec 7, 2024 @ 10:34pm 
RESERVED
fzoli77 Dec 8, 2024 @ 3:34am 
(with Google Translate)
There is another solution.
I had the same problem. Beverages = high resource costs.
I looked at what was needed, it said farm. I didn't touch the tax, but installed more farms (vegetables), and after a while the high cost warning icon disappeared. So, the cost wasn't high, because there was raw material on the local market.
Maybe the game is malfunctioning, and supposedly there is no simulation, but it still worked fine, because that's how it should work.
DeWollfy Dec 8, 2024 @ 7:49am 
Originally posted by fzoli77:
(with Google Translate)
There is another solution.
I had the same problem. Beverages = high resource costs.
I looked at what was needed, it said farm. I didn't touch the tax, but installed more farms (vegetables), and after a while the high cost warning icon disappeared. So, the cost wasn't high, because there was raw material on the local market.
Maybe the game is malfunctioning, and supposedly there is no simulation, but it still worked fine, because that's how it should work.

Supply and demand is what it's called. I only whish that CO could trim out most of the information the game provides and replace it with more relevant information. Such as; "what are the price of this resource; the local vs the gloobal market"

There are indeed a lot of hidden numbers within the game that would be very helpful for the player to know - such as household rent vs income. Just saying "wretched" doesn't mean anything in this context, cause clearly "wretched" doesn't mean they are going back as the house are still leveling up, albeit slowly.
Aieonae Dec 8, 2024 @ 10:08am 
Originally posted by fzoli77:
(with Google Translate)
There is another solution.
I had the same problem. Beverages = high resource costs.
I looked at what was needed, it said farm. I didn't touch the tax, but installed more farms (vegetables), and after a while the high cost warning icon disappeared. So, the cost wasn't high, because there was raw material on the local market.
Maybe the game is malfunctioning, and supposedly there is no simulation, but it still worked fine, because that's how it should work.
You know I had tried relaxed the taxes, planted vegetable farms and routed trains and ships and all they actually made zero difference, that why i resorted to this!
Last edited by Aieonae; Dec 8, 2024 @ 10:29am
Aieonae Dec 8, 2024 @ 10:28am 
Originally posted by DeWollfy:
Supply and demand is what it's called. I only whish that CO could trim out most of the information the game provides and replace it with more relevant information. Such as; "what are the price of this resource; the local vs the gloobal market"

There are indeed a lot of hidden numbers within the game that would be very helpful for the player to know - such as household rent vs income. Just saying "wretched" doesn't mean anything in this context, cause clearly "wretched" doesn't mean they are going back as the house are still leveling up, albeit slowly.

Ha I absolutely agree.

Right now the game is more look and do guesswork for me, and base on what I understand from prior city builders and what i saw other did, rather than actually foolproof solutions, sure there are recommendations but as its not absolute. and when things fail perhaps any extra workaround option might help make the game less frustrating.

After all the game already have enough burning, i just fill in the relief blanks if it helps!
Last edited by Aieonae; Dec 8, 2024 @ 8:09pm
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Date Posted: Dec 6, 2024 @ 2:56am
Posts: 7