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3. Detail Information
(If no explicit,unit in this page is 1/100 ₡)
1.Resident will have their own income and expense.
2.Income include salary and goverment benefit.
3.Expense include house rent, transport fee, salary tax , education&hospital fee and resident consumption.
Salary | ||||
---|---|---|---|---|
workplace\education | no education | junior education | middle education | high education |
Office | profit-share all the money which invested in office | profit-share all the money which invested in office | profit-share all the money which invested in office | profit-share all the money which invested in office |
Industrial&Commerical | profit-share x% of all the money in building | profit-share x% of all the money in building | profit-share x% of all the money in building | profit-share x% of all the money in building |
Goverment | 20 | 25 | 35 | 50 |
Note: Goverment salary will be adjusted depends on city average citizen salary and budget.
Note: Goverment include industry DLC.
Note: industrial and Commerical profit-share ratio, see profitShareRatio* in codes.
Note: industrial and Commerical have max salary restrict, see salaryMax* in codes.
Other income | |
---|---|
Benefit | 0-(city average citizen salary)(based on Parliamentary) |
Live allowance | -family money(if family money < 0) |
The expense of the house rent is determined by the types, levels and the corresponding land price.
Generally saying, the higher of the land price and ranks, the higher the houserent of the house will be. The expense of low residential building is higher than high residential building in the same level.
Building Type | House Rent(w/o taxrate and landprice effect) |
---|---|
Low resident level1 | 100 |
Low resident level2 | 150 |
Low resident level3 | 200 |
Low resident level4 | 250 |
Low resident level5 | 300 |
high resident level1 | 60 |
high resident level2 | 80 |
high resident level3 | 100 |
high resident level4 | 120 |
high resident level5 | 150 |
Note: green house(parklife) will be 2x expensive.
Citizen transport fee is related to their transport vehicles and transport time. Using personal car, higher public transport ticket price, bad rood net or congestion will lead to higher transport fee.
FamilyMoney > 50000, resident will use Personal Car
When Resident moves in city for the first time, passenger car will disappear since their FamilyMoney < 50000
Transport type | Cost |
---|---|
Personal Car | Car running time |
Public transport | Ticket Price |
Walk&bicycle | Free |
Note1: Player may cheat by set high price for tourist to get a lot of money, so there is a restict on tourist, toursit will have a budget for transport, if this budget is running out, they will leave city.
Tourist type | Budget for transport |
---|---|
Wealth low | 2048 |
Wealth med | 4096 |
Wealth high | 8192 |
The education fee and HealthCare fee are calculated individually as part of the expense of a family while also as part of the income of the government.
Item | Price |
---|---|
junior school | city average citizen salary/4 |
medium school | city average citizen salary/4 |
high school | city average citizen salary/2 |
campus DLC building | city average citizen salary |
hospital | city average citizen salary/2 |
The consumption of citizen includes the fixed goods consumption and the visit consumption. Shopping price is 5.
Item | Price |
---|---|
fixed goods consumption | (salary-expense-tax)/(shopping price*2) (max 20) |
visit commerical leisure | 0.25*family_money |
visit commerical toursit | 0.2*family_money |
visit commerical high | 0.15*family_money |
visit commerical low | 0.1*family_money |
visit commerical eco | 0.05*family_money |
visit monument | 0.2*citizen_money |
Note1: When family good reduced to a certain value, they will go to a shop and buy 1000 goods.
Note2: Goods consumption will be adjusted by family money. The more money family have, the more fixed goods consumption will be.
Note3: If family good is 0, and family money > 1000*goods price and their salary > 0, they will try to find another place to live, or even move away from city.
Note4: half of monument`s income will treat as investment from Boss(send to office building, see 3.5.1).
This mod will divide resident wealth based on their family money.
Family money | Wealth Type |
---|---|
N<=10000 | Wealth Low |
100000>N>10000 | Wealth Med |
N>=100000 | Wealth High |
The income and expense are also considered in the comercial buildings, the income minus the expense is counted as the cash flow of the corresponding buildings. The income and expense and cash flow are possessed by each building.
The incomes of the comercial buildings include selling of goods and visiting fees from visitors.
The more money resident have, they will spend more visit income to commerical.
Shopping price is 5
The expense of the comercial buildings include the houserent, the employ`s sarlary and the material expense.
Bulding Type | HouseRent(w/o taxrate) | Material(Goods)Price | Material/Production | Sell Tax |
---|---|---|---|---|
Commerical Low Level1 | 10000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical Low Level2 | 20000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical Low Level3 | 30000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical high Level1 | 5000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical high Level2 | 10000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical high Level3 | 20000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical tourist | 40000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical leisure | 60000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Commerical eco | 30000 | 3.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Note: The more employ the building have, the Material/Production will be less to make building more profitable.
Note: if goods/1000 < coming vistors, building will shutdown(will not accept other vistors).
Note: some commerical building will import food lumber petrol, the import price for this building is food lumber petrol`s price.
The income and expense are also considered in the industrial buildings, the income minus the expense money is counted as the cash flow of the corresponding buildings. The income and expense and cash flow are possessed by each building.
The income of the industral buildings depends on the exports of the production. The amount of the production multiplies by the price of the production equals to the total income.
Building Type | production Type | Price |
---|---|---|
Industrial General | Goods | 3.5 |
Industrial farming(process) | Foods | 1.5 |
Industrial foresty(process) | Lumber | 2.5 |
Industrial Oil(process) | Petrol | 3 |
Industrial Ore(process) | Coal | 2 |
Industrial farming(material) | Grain | 1 |
Industrial foresty(material) | Log | 1.3 |
Industrial Oil(material) | Oil | 2 |
Industrial Ore(material) | Ore | 1.6 |
The expense of the industrial buildings include the houserent, the employ`s salary and the material expense.
Bulding Type | HouseRent(w/o taxrate) | Material Type | Material Price | Material/Production | Sell Tax |
---|---|---|---|---|---|
Industrial Gen Level1 | 1000 | Food | 1.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level1 | 1000 | Lumber | 2 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level1 | 1000 | Petrol | 3 | 1:125 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level1 | 1000 | Coal | 2.5 | 1:1.5 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level2 | 2000 | Food | 1.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level2 | 2000 | Lumber | 2 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level2 | 2000 | Petrol | 3 | 1:125 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level2 | 2000 | Coal | 2.5 | 1:1.5 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level3 | 3000 | Food | 1.5 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level3 | 3000 | Lumber | 2 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level3 | 3000 | Petrol | 3 | 1:125 | 1%-20%(based on Parliamentary decisions) |
Industrial Gen Level3 | 3000 | Coal | 2.5 | 1:1.5 | 1%-20%(based on Parliamentary decisions) |
Industrial Farming(Process) | 500 | Grain | 1 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Foresty(Process) | 1000 | Log | 1.3 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Oil(Process) | 2000 | Oil | 2 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Ore(Process) | 1500 | Ore | 1.6 | 1:1 | 1%-20%(based on Parliamentary decisions) |
Industrial Farming(Material) | 500 | 1%-20%(based on Parliamentary decisions) | |||
Industrial Foresty(Material) | 1000 | 1%-20%(based on Parliamentary decisions) | |||
Industrial Oil(Material) | 2000 | 1%-20%(based on Parliamentary decisions) | |||
Industrial Ore(Material) | 1500 | 1%-20%(based on Parliamentary decisions) |
Note: The more employ the building have, the Material/Production will be less to make building more profitable.
Resident and Tourist will spend money on visit commerical.
Resident visit comsumption see 3.1.2.4.
Tourist will also pay some money during the trip, see blow:
Tourist consumption Type | comsumption |
---|---|
Visit commerical | citizen average salary*(16-64)(and buy 1000 goods) |
Visit monument | 1000-4000 |
Note: Wealth high tourist will spend more money.
The office economic incomes mainly depends on the money from profitable industrial&commerical buildings.
The office economic expense include houserent and employ`s salary.
For every industrial&commerical buildings, Boss will take some of the money and return some parts of the money as investment to office.
Building Type | Money take by Boss | investment from Boss |
---|---|---|
Industrial Farming | 5% | 0.05% |
Industrial Foresty | 5% | 0.05% |
Industrial Oil | 5% | 0.05% |
Industrial Ore | 5% | 0.05% |
Commerical Eco | 25% | 20% |
Level1 Industrial building | 5% | 0.3% |
Level2 Industrial building | 7% | 0.4% |
Level3 Industrial building | 8% | 0.5% |
Level1 Commerical building | 15% | 10% |
Level2 Commerical building | 21% | 14% |
Level3 Commerical building | 24% | 16% |
Commerical Tourist | 20% | 1% |
Commerical Leisure | 40% | 25% |
Diffent Office will get different investment amount, dynamic and complex.
Building Type | HouseRent(w/o taxrate) |
---|---|
Office | employee count * 10 |
Some Goverment Building Can get some income, please see below:
Building Type | Income Item |
---|---|
Monument | Resident or Tourist visit |
School | Education Fee |
Recycle center | Export Production |
Garbage | Outside garbage deal |
Toll Station | Feedthrough&tourist traffic |
Public transport | Public transport Fee |
Police Station | Outside Police deal |
Hospitial | Outside Hospitial deal |
Cemetery | Outside dead deal |
FireStation | Outside fire deal |
Goverment Building expense contains three parts:
1.In-game fixed maintain fee (1/100 compared with vanilla game)
2.Employee salary
3.Goverment vehicle fee
Goverment vehicle fee is defined as blow:
Vehicle Type | Fee |
---|---|
service vehicle | 1600 |
Taxi | 100 |
Ship | Capacity*20 (cargo ship 5000) |
Plane | Capacity*500(cargo plane 20000) (helicopter 20000) |
Train | Carriages Capacity*900 (cargo train 10000) |
Metro | Carriages Capacity*800 |
Bus | Carriages Capacity*1 |
Tram | Carriages Capacity*5 |
Toll station will only charge feedthough traffic and tourist traffic.
Player park is the same as vanilla game. But only when visitors enter parkbuilding, they will pay for ticket prices
The industrial DLC building`s production price is blow:
Production Type | Price |
---|---|
fish | 1.5 |
fish as good | 2 |
Animal Production | 1.5 |
Flours | 1.5 |
Paper | 2 |
PlanedTimber | 2 |
Petroleum | 3 |
Plastics | 3 |
Glasses | 2.5 |
Metals | 2.5 |
LuxuryProducts | 5 |
1.City will have Parliament
2.Citizens have their politics trend based on their money education gender workplace and age
3.Five party will have Parliament seats and have their own politics trend
4.Mod policy will depends on Parliament meeting
5.Parliament will auto adjust tax and expense to help manage city
- There will be money generated when (Outside sell projuction to local, Outside resident work at local place(see 4.2 Foreign workers), production transfer bettween two Outside connection).
- Part of this money will count into Outside Goverment Budget and Outside Tourist Budget。
- When Outside Goverment Budget < 0,outside will not request local servise(more outside interaction MOD), No cargo will come into local city for fuel(Real GasStation MOD)
- When Outside Tourist Budget < 0,tourist will leave city and no new tourist will come into city,No passengercar will come into local city for fuel(Real GasStation MOD)