It is a challenge, but can be done quickly. I always try to persuade people to fill 1 tile full at 50k. You can then compare your old city with your new one and more clearly see the differences and figure out the balancing more quickly. It s a small learning curve, but if you just build a single tiles only, then if it gets bad, just save and start a new one on a different map. low education means low level residential buildings. You get the most money from high level buildings, so you should be focused on education early game, as education drives residential demand. Especially placing ploppable buildings as they have maintenance costs, and early game has little support for ploppable building like tourists/shoppers. I find that you lose money quickly if you build too fast early in the game. If it is not for integer overflow reasons, then I don't see any reason why they can't just take 5 seconds and highlight a bit of code and press the delete button. It easily fix that issue, and justifies why players would want to have huge sum of money in the bank.Įven if they never bother to rebalance the game, the question then goes back to why even implement the mechanic at all? If its because integer overflow, there are more graceful methods of handling it (such as using a BigInteger) without randomly and arbitrarily lowering a players tax revenue that goes against most of the games features. Well easy fix, keep upkeep cost the same, and increase the cost of how much buildings cost to build. The long standing complaint about the game is it is too easy to make money, and you have more money than you know what to do with. A nuclear power plant cost around $14 billion to build. A theoretical space elevator is estimated would cost somewhere between $10 billion. The Hadron Collider in real life cost about $5 billion (not adjusted for inflation) to build in the early 2000s. Like seriously a space elevator in game only cost about $2 million to build and same as a Hardon Collider. Either building cost and upkeep need to be scaled up by a couple of magnitudes to more realistically match how much tax revenue you get or tax revenue needs to be massively decreased to match how low buildings cost and upkeep is. It also highlights how poorly balanced the game is. ![]() Not to mention why is the threshold so low? The question is why bother making a hidden mechanic that randomly embezzles a player's money? When there is no good reason for it, especially when it contradicts many of the games features that encourage you to make as much money as possible. In programing there is something a called a 32 bit Long that handle values up into the billions, a 64 bit long can handle values up to quintillions, or a BigInteger which in theory has no limit.Īlso you could easily use up 17 million if you decided to build all the monuments one after another, but that is besides the point. There are no increase in computation resources taken by having huge sums of money. Some Communist Colossal Order bureaucratic commissar programmer. ![]() That way you can lose 9.8 million a year, then we can force you to use the unlimited money mod so you experience what it feels like to have fiat currency with an no debt ceiling cause its illegal to have a balance budget with a cash surplus. Have an economy the that brings in 15 million in revenue, and has 10 million expense? Well we are going to hit you with a hidden embezzlement mechanic progressive tax that takes all your revenue except 200K softcap regardless of your expenses simply because you have more than 10 million in the bank. Guess this is what communism feels like, the more effort you put in the greater the diminishing return to the point of where not only do you get no return but you are punitively punished. ![]() Its is a really dumb mechanic to have in the game, especially when they keep releasing DLCs to make it easier to make money when its already too easy to make money in the base game.
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