Struggling to make money in Cities: Skylines 2? Try these simple tips and tricks to start making money fast in your city! I’ve always …
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Struggling to make money in Cities: Skylines 2? Try these simple tips and tricks to start making money fast in your city! I’ve always …
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14 comments
How much money does your city make?
thanks dude, I just survived from red income from the roadside parking fee policy!!!!
What’s the map name?
Love the vid❤❤
The parking bug is cheesy. I wonder if they've fixed it by now.
this video deserves more views. also deserves more players. i like it ALOT more than the 1st game.
when you dont have money you get goverment subsidies, now if you take a loan and spend it (until your money is all gone) you get subsidies (extra cash) now if you get more money you pay off your loans so you have no cash again and get subsidies. Subsidies can be millions a month
My tips.. level up.. unlock the geo thermal power plant.. check the source.. build geo plant on top of the locaiton.. and boom.. filty rich.. accidently done it. i didnt know you make profit if too much of it.
You city will have lots of funds if you jack up parking fees, but it won't be 'rich' because the Cims will be spending all of their extra income on parking instead of commerce.
Good tips. Many custom maps do not have an electricity connection but you can make one yourself if you A. own the tiles to run high voltage off the map, or B. turn on Anarchy and run high voltage off the map. Same with water and poop.
SO much wrong in this video:
# 1 ~ "Spam service buildings for XP to level up." While the progression bonuses are nice, you're spending far more to build stuff (which you're most likely going to destroy) than you get from the bonuses. Just DON'T do it!
# 2 ~ Parking lots aren't the panacea you seem to think. They all have maintenance and upkeep, and most of them also have employees to pay. These add up fast and, unless the lot stays particularly busy, are a net loss rather than a net gain.
# 3 ~ Wrong, wrong, wrong! Happiness and attractiveness play huge roles in the underlying simulation, particularly when it comes to growing your population. When your city starts out, it's a race to grow your population (aka "tax base") faster than the expenses of the services they demand. As soon as Taxation unlocks (first Milestone), LOWER the Residential tax rate to 8% (or even 7%) – this is an easy boost to Happiness, which generates a ginormous influx of people wanting to move to your city. (Smaller slice, yes, but of a much bigger pie!) This huge supply of workers is very attractive to Industry, so you can bump it up to 11% while still maintaining a net positive influence. With so many customers, and so many Goods manufactured locally, you can go as high as 13% on Commercial while still maintaining a net positive appeal to this demographic.
#4 ~ Industrial is good; Education is better. A working cim's income is a function of their Educational Level – it variegates by patch/update, but each level earns around 30% more than the previous one. Only Children can go to Elementary School, only Teens can attend High School, and a cim has to progress educationally one tier at a time. In other words, plop that Elementary School as soon as possible (Milestone 2) so your cims can learn their Three Rs and actually make some money (for you, as well as themselves).
# 5 ~ This one is actually 100% accurate.
# 6 ~ Yes, but there are two caveats. First, you need to actually unlock (and be able to afford) the power plants which have enough production to make this viable – Geothermal is by far the most lucrative in this regard. Second, you need the workforce (population plus education) to keep the power plant(s) running at peak efficiency. You're generally not going to have both of these until somewhere around Milestone 7 or 8. (So do keep this in mind as your city grows.)
# 7 ~ This one is mostly accurate. As with both 3 and 4 above, cims like paying lower taxes – either moving in (if they're already at that educational level), or opting for schooling (paying tuition in order to attain that educational level). Better-educated cims earn significantly more money, so the smaller slice of a bigger pie remains a net positive.
# 8 ~ It's a trap! Optimum "bang for the buck" for any and all services is 100% – diminishing returns in both directions makes anything else a net loss. Instead, focus on 'compartmentalizing' all your services; building only what you need, when you need it, where you need it. In addition to better managing expenses, they just plain work better. For anything involving vehicles (Health Care, Death Care, Police, Fire, etc), the distance they have to drive factors into their efficiency; a few small neighborhood services will have faster response times than a single large service trying to cover an entire city. (Not to mention adding to traffic on main roads or, worse yet, watching your city burn down because all your fire trucks are trapped in the same traffic jam!)
# 9 ~ Valid, though of marginal benefit and easy to mess up. Unless the map you're playing on already has outside water/sewer connections, you'll likely need to buy quite a few tiles in order to establish one – by which point, you should already be making so much bank that you won't even need the minimal savings (not income) this provides.
# 10 ~ This is also a trap! If you make smart choices (lowering Residential taxes at Milestone 1, focusing on education, compartmentalizing services, etc), your budget should be in the black/green by Milestone 4; by Milestone 6, when you've got the Development Points to unlock the bigger stuff, you should be making serious bank. The more you borrow, the higher the interest rate goes and the more quickly the interest-only payments can completely devour your budget surplus. The only, ONLY reason for taking out a loan is to push a major progression (major power plant, university, etc – something which provides a net gain) earlier than you could otherwise afford – making it a priority to pay the loan down (and pay it off entirely) as quickly as you can.
you just full on saved my city thank you
based on my experience with the game, you don't have to do any trick to make profit. All you need to do is wait for the population to grow. the reason why it is super easy to go bankrupt in early game is because services costs a lot to build, and maintain. since early leverl-ups unlocks new services and demands, you don't want to level up too fast. the trick is to wait. expand zones and keep an eye on the actual population count, not the demand. if the population is still going up, just wait. taking it slow and only build the minimum necessary services, you can get a profitable city at as low as around 4000 population. and from there, it is basically smooth sailing all the way to over 1 million in profit per hour. simple as that, just wait for the population to grow until it naturally stop.
Good shit man keep it up
Great video! well done 🙂
I would add that Tip 9, may appear a bit deceptive. Having excess resources/materials does not bring in cash for the city so much as keep business expenditures down. Primarily because they do not have to pay & import them. Transportation fees, delays, scarcity do not effect these. They can be considered independent supply-chains. eg. Forest>Lumber>Furniture (etc). if that makes sense. I feel it's a good item to keep in, although it really doesn't directly affect your cities profitability. It can keep cims employed and all effected business happy & profitable.
Anyway, my giant geek moment is over. I really LOVE the way you've put this together and would watch more in the same vein!
sub'd 🙂
Thank you