![]() A negative 1 million balance isn't an issue as long as the city is operating within its capacity. After trying different stuf, i found the following to be working: in Extended Game Options, set depletion rate to max which then states unchanged, instead of 0. Today suddenly, oil gets depleted very fast. ![]() I even tested that out while unlocking some of the buildings (like having multiple buildings running that are all expensive to operate). In Extended Game Options i had set the depletion rate of oil and ore to 0. Sewage, water and electricity are vital, but sky high crime rates won't stop people moving in (although it does make people move out).įollowing those simple rules, I've never had an issue with income. Only build what your people need and what you can sustain. Death waves can ruin your income from residential areas really fast, and the flow-on effect of the workforce dying can kill industry buildings. Never build all of your residential areas in big chunks, and never pause the game when building them. ![]() You can make the land value of all dense residential areas high value with a few key buildings (including parks).īusses and trams can also make money if you have routes that people will use (although it is harder with trams). When you unlock them, there's 2 policies you should always use: high tech housing and the one that increases land value around parks.
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