Cities: Skylines II

Cities: Skylines II

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This game has the worst economy system\simulation I have ever seen in any city building game
99% of players have no idea what is going on in this game , because the economy system and the simulation is so complex , and not fun after all.Its not easy to undersand , and for sure its not fun to play.
Simcity 3000,4 and 5 were so good in economy system and simulation and gameplay over all.Easy to understand , and so much fun to play
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Showing 1-12 of 12 comments
sterkam5 Mar 20 @ 4:29pm 
I'm still trying to figure out how pharmaceutical industries come into my town of 300 uneducated workers, with no schools, no fire dept, no police and a windmill, a water tower some dirt roads and an oversized cemetery.
JustChad Mar 20 @ 5:10pm 
Cities Skylines 2: Where the numbers are made up, and the player's decisions don't matter.

I joke. I am sure there are large amounts of variables and calculations happening all the time, that's why the game chugs; but I never got the impression that my decisions could impact the economic simulation of the game. The economic system plays and manages itself.
Oh yeh? It seems pretty simple to me. What specifically are you struggling with?
Its a little difficult at first to make a profitable city but once you get higher level buildings the profit comes in. What I struggle with is where to place additional power transistor stations.
Originally posted by martinolund:
Oh yeh? It seems pretty simple to me. What specifically are you struggling with?

It says they want high res building , but they complain with small houses
there are many other strange issues , that I dont understand.
In Simcity 3000,4,5 I always knew what I was doing bad , or good.In CS2 the economy system and the simulation is not easy to understand for 99% players.This game is a good example , that to many changes just dont work well.Simcity 4,5 have the best and most fun economy system.Not too easy , and not to hard , very easy to understand , but not to easy.
Originally posted by gimlikos84:
Originally posted by martinolund:
Oh yeh? It seems pretty simple to me. What specifically are you struggling with?

It says they want high res building , but they complain with small houses
there are many other strange issues , that I dont understand.
In Simcity 3000,4,5 I always knew what I was doing bad , or good.In CS2 the economy system and the simulation is not easy to understand for 99% players.This game is a good example , that to many changes just dont work well.Simcity 4,5 have the best and most fun economy system.Not too easy , and not to hard , very easy to understand , but not to easy.
I think what a lot of people misunderstand is what the modifiers actually mean since there isn't much of a manual/tutorial.

To use your "Small Houses" example what your actually seeing are two different control factors at play that are designed to contradict each other...

Compare it to real life city... You want to move to a big city because you have dreams of starting a great new career or want to go to the big fancy university... Cheap & Compact housing is the easiest way to find somewhere to live... then you realize your unhappy with the size of your studio apartment & start looking for something else.

Alot of the modifiers you see in the global panels are just summary averages of things tracked on a per building basis & designed to encourage the city to shift dynamically based on needs. The crowd that is unhappy about the small houses might not actually want to move because they have high bandwidth internet, post office, and other luxuries servicing them... But at the same time the building might empty if you have more spacious housing with the same luxuries for them to move into.

And before the "broken simulation" crowd jumps on me, most of those modifiers actually do work... at least when the scale is small enough to notice it. As things get bigger its hard to actually tell what the biggest positive/negative factors are because the UI wasn't really designed well for displaying those averages over really dense districts.
Flamegear Mar 20 @ 10:15pm 
Originally posted by JustChad:
Cities Skylines 2: Where the numbers are made up, and the player's decisions don't matter.

I joke. I am sure there are large amounts of variables and calculations happening all the time, that's why the game chugs; but I never got the impression that my decisions could impact the economic simulation of the game. The economic system plays and manages itself.

Actually, I have noticed the exact opposite (both after the Economy 2.0 patch, and after this latest patch).
Raising and lowering taxes on individual products/resources last night, I was able to change a pocket of industry buildings around my active Mine to stop zoning random stuff and zone in 80-90% metal or mineral related businesses. Then, when I changed the taxes back to around average, some of those businesses moved out and got replaced by book makers and doughnut factories. It worked exactly how they claimed it should way back when, and how I expected it to.

I also started to get homeless people in my parks. Built the first few low rent buildings and the homeless folks moved into it, reducing to 0%. Building the city's first schools drastically increased sims wealth, which increased my tax income, but also increased the demand for Office jobs (higher paying & more complicated jobs).

I'm struggling a bit with understanding unemployment and how to manipulate that, but I read a great comment yesterday that helped explain that the "need" bars are not actually showing how much of a zone type I need to make, but instead how excited those buildings will be to move in IF I zone for them.

The simulation is clearly (finally) working and responding to player actions. Understanding how it works and how to manipulate it to get an expected result is complex and difficult though, I agree. I've read a lot of information outside of the game to try and understand it all.
If someone feels like that is poor game design, I can understand that. But I disagree with the OP. This is a city simulator style game. Cities are complex and hard to understand. Having to work at understanding the game's simulation seems perfectly reasonable to me for a game like this, and I personally find the challenge and learning fun.

What isn't fun is making outrageous or toxic click-bait statements that pretend that zero work has gone into fixing this game over the last 2 years or whatever to harass people who are enjoying the game, like so many trolls are still doing. There is so much misinformation around still. Those people seriously need to move on with their lives and find something healthier to pour their time into.

~Sorry about the rant at the end there. Rant over. I'll go back to my quiet corner now. ^^~
Originally posted by sterkam5:
I'm still trying to figure out how pharmaceutical industries come into my town of 300 uneducated workers, with no schools, no fire dept, no police and a windmill, a water tower some dirt roads and an oversized cemetery.
They see potential ha ha.
gimlikos84 Mar 21 @ 11:08am 
Originally posted by Flamegear:
Originally posted by JustChad:
Cities Skylines 2: Where the numbers are made up, and the player's decisions don't matter.

I joke. I am sure there are large amounts of variables and calculations happening all the time, that's why the game chugs; but I never got the impression that my decisions could impact the economic simulation of the game. The economic system plays and manages itself.

Actually, I have noticed the exact opposite (both after the Economy 2.0 patch, and after this latest patch).
Raising and lowering taxes on individual products/resources last night, I was able to change a pocket of industry buildings around my active Mine to stop zoning random stuff and zone in 80-90% metal or mineral related businesses. Then, when I changed the taxes back to around average, some of those businesses moved out and got replaced by book makers and doughnut factories. It worked exactly how they claimed it should way back when, and how I expected it to.

I also started to get homeless people in my parks. Built the first few low rent buildings and the homeless folks moved into it, reducing to 0%. Building the city's first schools drastically increased sims wealth, which increased my tax income, but also increased the demand for Office jobs (higher paying & more complicated jobs).

I'm struggling a bit with understanding unemployment and how to manipulate that, but I read a great comment yesterday that helped explain that the "need" bars are not actually showing how much of a zone type I need to make, but instead how excited those buildings will be to move in IF I zone for them.

The simulation is clearly (finally) working and responding to player actions. Understanding how it works and how to manipulate it to get an expected result is complex and difficult though, I agree. I've read a lot of information outside of the game to try and understand it all.
If someone feels like that is poor game design, I can understand that. But I disagree with the OP. This is a city simulator style game. Cities are complex and hard to understand. Having to work at understanding the game's simulation seems perfectly reasonable to me for a game like this, and I personally find the challenge and learning fun.

What isn't fun is making outrageous or toxic click-bait statements that pretend that zero work has gone into fixing this game over the last 2 years or whatever to harass people who are enjoying the game, like so many trolls are still doing. There is so much misinformation around still. Those people seriously need to move on with their lives and find something healthier to pour their time into.

~Sorry about the rant at the end there. Rant over. I'll go back to my quiet corner now. ^^~

you have explained that well, but the biggest issue is that , what ever you do in this game , it takes forever to understand the mechanics , and enjoy it , and have fun.Instead of that you just feel tired , and overwelmed by the mechanic and simulation that is not fun at all after all.Simcity 3000,4,5 have great mechanic , and you understand it very quick , and very well , and you have a lot of fun whit it.
Who ever made the mechanic and simulation in this game , should be fired.99% of gamers have no idea what is going on with the city after all.To coplicated , and not fun at all.
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GarrGarr Mar 21 @ 11:26am 
Originally posted by Flamegear:
Originally posted by JustChad:
Cities Skylines 2: Where the numbers are made up, and the player's decisions don't matter.

I joke. I am sure there are large amounts of variables and calculations happening all the time, that's why the game chugs; but I never got the impression that my decisions could impact the economic simulation of the game. The economic system plays and manages itself.

Actually, I have noticed the exact opposite (both after the Economy 2.0 patch, and after this latest patch).
Raising and lowering taxes on individual products/resources last night, I was able to change a pocket of industry buildings around my active Mine to stop zoning random stuff and zone in 80-90% metal or mineral related businesses. Then, when I changed the taxes back to around average, some of those businesses moved out and got replaced by book makers and doughnut factories. It worked exactly how they claimed it should way back when, and how I expected it to.

I also started to get homeless people in my parks. Built the first few low rent buildings and the homeless folks moved into it, reducing to 0%. Building the city's first schools drastically increased sims wealth, which increased my tax income, but also increased the demand for Office jobs (higher paying & more complicated jobs).

I'm struggling a bit with understanding unemployment and how to manipulate that, but I read a great comment yesterday that helped explain that the "need" bars are not actually showing how much of a zone type I need to make, but instead how excited those buildings will be to move in IF I zone for them.

The simulation is clearly (finally) working and responding to player actions. Understanding how it works and how to manipulate it to get an expected result is complex and difficult though, I agree. I've read a lot of information outside of the game to try and understand it all.
If someone feels like that is poor game design, I can understand that. But I disagree with the OP. This is a city simulator style game. Cities are complex and hard to understand. Having to work at understanding the game's simulation seems perfectly reasonable to me for a game like this, and I personally find the challenge and learning fun.

What isn't fun is making outrageous or toxic click-bait statements that pretend that zero work has gone into fixing this game over the last 2 years or whatever to harass people who are enjoying the game, like so many trolls are still doing. There is so much misinformation around still. Those people seriously need to move on with their lives and find something healthier to pour their time into.

~Sorry about the rant at the end there. Rant over. I'll go back to my quiet corner now. ^^~


Wow...a lot of words to just state the obvious...these devs aren't that skilled. It's like asking a writer to write a character that's funnier or smarter than themselves....it's impossible. The devs can't code a simulator...they just make up stuff. They barely coded a working game from all the AI premade assets they slapped together.
Last edited by GarrGarr; Mar 21 @ 11:26am
Originally posted by sterkam5:
I'm still trying to figure out how pharmaceutical industries come into my town of 300 uneducated workers, with no schools, no fire dept, no police and a windmill, a water tower some dirt roads and an oversized cemetery.

Does anyone remember the patch that included a million land value fixes that could ONLY have been possible if NONE of the land value systems were even functional before said patch?

There will surely be a major patch that "fixes" so many industry things that it reveals none of them actually existed to begin with.
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Date Posted: Mar 20 @ 4:20pm
Posts: 12