Cities: Skylines 2 has released a developer diary discussing their new game’s economy simulation. The studio, Paradox, aims to create a deep and complex system that is not too complicated for players to manage. The redesigned economy simulation offers a more realistic and organic sense of production and resource exchange, allowing players to focus on building the city rather than getting lost in every minute detail.

The new system is similar in concept to the first game but has been overhauled to tie more realism into the game. It is designed to balance itself out in most cases, supporting both new players and newly-founded cities in their journey to become bustling metropolises. The developers have incorporated government subsidies for new players, which cover a portion of early game expenses and extend to unemployment benefits for citizens. These aids decrease as the city grows, ensuring players gradually familiarize themselves with the game’s simulated economy.

The Flow of Resources

The economy simulation in Cities: Skylines 2 revolves around the flow of resources between households, businesses, and city services. Each agent in the game has their own income and expenses that they must balance. Households purchase resources and pay rent, while businesses pay rent and purchase resources to convert them into other goods for sale.

This resource flow is reflected in the game’s zoning system. Households look for zones with suitable homes and workplaces, industrial companies require access to necessary resources, and commercial companies need a consistent supply of commodities and customers. Players have the ability to intervene in this flow by adjusting taxes and subsidizing resources at different points in the production chain.

It’s important to note that the simulation cannot create money out of thin air. Certain activities, such as rents, import payments, company profits, and the player’s own income, remove cash from the system. Conversely, activities like export income from businesses, tourism, and city services inject money back into the economy.

Each household in Cities: Skylines 2 has its own unique set of needs and preferences. Larger families prefer larger apartments in low or medium density housing areas, while smaller families may be content with high density, low rent housing areas. Families with children tend to settle near schools, and most people desire proximity to leisure options and shopping centers. Workers seek accommodation near their workplaces to ensure they have free time at the end of the day, but they receive a “bonus” when their job aligns with their education level for easier pathfinding.

Members of households make decisions based on their individual preferences when the household runs out of a particular resource, and all of these choices contribute to an overall happiness score for the household. If a household is unable to pay rent, they will actively search for cheaper accommodation that maximizes their happiness. In some cases, they may even consider leaving the city. If all else fails, they may become homeless and seek refuge in city parks until their living situation improves.

The depiction of homelessness in Cities: Skylines 2 is undoubtedly a complex challenge. While the game’s economy simulation provides a top-down view of this issue, there are other games that focus on the individual experience of living without a home. For example, the Shelter-commissioned game Spare Set explores the struggles of homelessness from a personal perspective.

In 2021, Big Issue seller Dave Campion proposed his own game that delves into the experiences of being homeless. This RPG would put players in control of different Big Issue vendors, highlighting the differences between homelessness in various situations and locations. The game would involve timed conversations with passers-by, mirroring the daily decisions vendors face in real life. The dialogue choices made during these interactions would determine the success of making a sale. Campion’s game concept also explores addiction, street violence, community standing, and the emotional process of transitioning back into permanent housing.

In Campion’s vision, success would not necessarily mean finding a home and a job for every character. Instead, overall happiness would be the main metric of success. This perspective recognizes that success is not always defined by traditional societal expectations but rather by the personal fulfillment and contentment of individuals.

The economy simulation in Cities: Skylines 2 offers players a convincing and organic system that balances realism with manageability. By understanding the flow of resources and the individual needs of households and businesses, players can create thriving cities. However, the game’s portrayal of homelessness highlights the complexity of depicting such a sensitive issue. Exploring different approaches to homelessness in video games, like personal narratives and individual experiences, can provide players with a deeper understanding of this societal challenge.

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