Cities: Skylines

Cities: Skylines

Ploppable RICO Revisited 2.5.6
Prester May 7, 2021 @ 4:21am
General Problem with Income from plopped Growables
Hi,

For the last 2 days i experimented with creating cities only through RICO buildings, without unlimited money, and i found problematic tax behaviour.

Industry and shops are mostly unaffected by this problem, but residential buildings suffer a lot from negative tax waves. what i mean is that when i plopp a huge level 5 building with maybe 1000 families (lets assume i have enough of the right jobs and shopping available), it will get flodded with highly educated adults.

it will also at first generate a lot of tax income maybe around 1000-3000, which is to be expected from a 1000 family building (im talking about something like a 12x16 megabuilding). but then over the next few outgame hours it will steadily decrease to the point where this single building will ramp up to -2000 negative(!) income. all of this without any kind of notification (and i turned on all notifications for RICO buildings).

i can also not stop this behaviour with the best services, the best park landscape, tons of public transportation, surrounded by schools and universities. it will just happen.

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what stopps this behaviour is reducing the building level inside RICO to around 2. on 1 and 2 it will nearly never decrease and supply me with steady tax income. problem solved, right?

nope, since staying at level 2 will keep the people living there forever around "educated" and all well and high educated people will stay rare in those buildings and soon become seniors which no longer work at all.

this gives me huge educational problems, for example satisfying the demands for better educated workers.

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this problem can be diminished by surrounding the buildings with growing zones, which reduce the impact of the rico due to their organic nature, which would in turn reduce RICO buildings to a Niché, which is against the goal of growing a complete city via RICO...

Other small problems would be

- huge seniority waves due to huge buildings which all age at the same time
- huge traffic at a single point
- huge buildings inhabitation numbers kinda bug out at 70-80% fullness, seems the game doesnt realy know how to handle so many people living in the same building
- extreme death amounts in huge buildings, resulting in instant mass emmigration when you miss your crematory-cap getting reached by even only a few minutes. (and in term all your jobs getting vacant and the usual desaster)

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If anyone where to know the solution to the tax problem would be greatly apprechiated, since right now being careless for a few minutes can instantly create downward spirals with gigantic negative balances
Last edited by Prester; May 7, 2021 @ 4:25am
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weiranmm Jun 1, 2021 @ 4:46am 
I had a same problem. I find a way to resolving it, what you might not love it. Just cut the max limit for people who work/live at there. When I builded a RICO building with 1000 rooms for people to living in it, I also found that my income was tended to negative. Suddenly, I used WG realistic pop? for this building, and max limit is changed to 391 family, and negative income was changed to positive. Because, positive value is much bigger than the negative, I do not think it is just that people who pay tax in this building was less than just now. Also 70~80% fullness changed to 100%. No dead man appears like a Biohazard out break. It seems that this mod is unhappy when you set an unbelievable number to a building. People living there pay negative tax, and people working there do not pay tax. I am not sure whether WG realistic pop is the best choice. e.g. 400 family also might pay more tax than 300 family. JUST FIND A BUILDING MOD THAT THE HEIGHT IS VERY VERY VERY HIGH. It will give you more people, more tax with same area size. By the way, why you changing it to level 2, the negative disappeared, is that you just have a lot of level2 income and can kill this negative. Total income might not be changed.
I hope that this helps you out.
hope you have a good game
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