(Originally asked this in the Steam community, got pointed thisaway.)
I've been playing for a few weeks now (all expansions, no mods), and I've got a decent idea for the basics of how the supply chain works, the headaches of traffic, etc. My city-planning skills have advanced from "ooh what does this do" to spreadsheets, and yes, I know that makes me a nerd.
It was in trying to make the spreadsheets that I hit a problem. I've found supply-side reference numbers for almost everything online, from workers required to production rates to prices for materials to residents per cell of housing. What I can't seem to find anywhere is any idea of how taxes or demand for materials/goods work, and I'm hoping someone can link me to some precise charts and formulas rather than vague rules of thumb.
Starting with taxes: What exactly is being taxed? The default 9% tax rate... what is that 9% of? I've learned it's related to land value, number of cims, and building level, but is there a precise formula?
Moving on to demand: How many goods will residents/tourists buy before they're satisfied and my commercial buildings run out of customers? How many goods can a commercial building sell per week before it hits capacity? Do they even have a max capacity, or can a single corner store service an entire city? How quickly does generic industry produce goods? How many raw/processed materials are required for generic industries to produce those goods? Do the luxury goods produced by unique factories differ from the goods produced by generic industries, and if so how?
Without knowing this I can't plan intelligently. I can't anticipate how much revenue a given addition will give me. I can't anticipate the right balance between industry and commercial (meaning I'll either be importing way more than I need to and paying higher prices, or I'll be exporting way more than I want to). I can't anticipate how much commercial is not enough for my residents and how much is too much. All I can do is make ad-hoc fixes after problems arise, and fixing problems that way just makes new problems.
Can anyone point me to a reference for this information?
I've been playing for a few weeks now (all expansions, no mods), and I've got a decent idea for the basics of how the supply chain works, the headaches of traffic, etc. My city-planning skills have advanced from "ooh what does this do" to spreadsheets, and yes, I know that makes me a nerd.
It was in trying to make the spreadsheets that I hit a problem. I've found supply-side reference numbers for almost everything online, from workers required to production rates to prices for materials to residents per cell of housing. What I can't seem to find anywhere is any idea of how taxes or demand for materials/goods work, and I'm hoping someone can link me to some precise charts and formulas rather than vague rules of thumb.
Starting with taxes: What exactly is being taxed? The default 9% tax rate... what is that 9% of? I've learned it's related to land value, number of cims, and building level, but is there a precise formula?
Moving on to demand: How many goods will residents/tourists buy before they're satisfied and my commercial buildings run out of customers? How many goods can a commercial building sell per week before it hits capacity? Do they even have a max capacity, or can a single corner store service an entire city? How quickly does generic industry produce goods? How many raw/processed materials are required for generic industries to produce those goods? Do the luxury goods produced by unique factories differ from the goods produced by generic industries, and if so how?
Without knowing this I can't plan intelligently. I can't anticipate how much revenue a given addition will give me. I can't anticipate the right balance between industry and commercial (meaning I'll either be importing way more than I need to and paying higher prices, or I'll be exporting way more than I want to). I can't anticipate how much commercial is not enough for my residents and how much is too much. All I can do is make ad-hoc fixes after problems arise, and fixing problems that way just makes new problems.
Can anyone point me to a reference for this information?
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