#Economy 3.0 🧵

4 messages · Page 1 of 1 (latest)

vocal gazelle
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Even after the 2.0 patch the economy still feels off. It's not just the lack of challenge It's the kind of challenge. The game needs to become more realistic, not have arbitrary money sinks and debuffs.
I was thinking we could start a thread on how we envision a proper economy rework (since there's no economy tag) to group all relevant suggestions. I'll start with a few off the top of my head:

  • Change tax brackets to be based on zoning density instead of degrees(??). This will allow you to have public housing (using negative tax rates) and incentivize/disincentivize certain density demands.

  • Rebalance transportation costs for both businesses and citizens to make station and port placements matter. In real life entire business hubs spawn around such developments, whether they are cargo stations and ports(especially for heavy industry), or passenger transport hubs.

  • Make traffic matter to the economy. This is kinda already in the game, but with all the teleportation and wizardry it's negligible. Making traffic a real problem would also help balance the late game (that they tried to fix with the whole tile upkeep thing) by forcing you to invest heavily on transit and infrastructure, just like real cities.

  • Make respecting the topography important by adding terraforming costs (think Transprt fever 2).

-Add the option to privatize certain services like the train stations if the city needs money, with trade offs like the private company making it less affordable thus increasing traffic etc.

-Poverty should have real social and economic consequences like increased welfare costs and reduced consumption, making tax rates and other fees important and challenging to manage

Keep it going 👇

iron matrix
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How about economy 4.0

vocal gazelle
tardy canyon
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Why not go to 100.0 at once? Or Math.Infinity.0