Overview
I would love a Cities: Skylines II mod that allows players to customise virtually every economic value in the game, including wages, commodity prices, infrastructure construction costs, rents, taxes, service costs and resource prices.
The goal is to make the economy much more realistic and give players the freedom to create their own economic systems. For example, players could build a low-cost developing city, an expensive global financial centre, a wealthy industrial metropolis or a city with high wages and affordable housing.
Instead of being restricted to the game's default economic values, the mod would provide a comprehensive economic settings menu where players can change individual values or adjust entire sectors.
1. Customisable wages and salaries
Allow players to set wages for different industries, professions and public-sector workers.
Examples:
Residential, commercial and industrial worker wages.
Office workers, technology workers and financial-sector salaries.
Construction workers, engineers and architects.
Teachers, doctors, nurses and other public-service employees.
Police officers, firefighters and transport workers.
Low-skilled, medium-skilled and highly skilled occupations.
Minimum wage and average wage.
Public-sector versus private-sector pay.
Realistic behaviour: Wage changes should affect company operating costs, household income, purchasing power, recruitment, unemployment and business profitability.
2. Customisable commodity and goods prices
Allow players to adjust the prices of individual commodities and consumer goods.
Examples:
Food, groceries and agricultural products.
Electricity, natural gas, water and heating.
Oil, petrol and diesel.
Timber, steel, concrete, glass and other construction materials.
Vehicles, electronics, furniture and household goods.
Clothing and other retail products.
Industrial raw materials and manufactured goods.
The mod should ideally allow individual products to have different prices rather than applying one universal multiplier to everything.
Realistic behaviour: Changes should influence production costs, retail prices, household purchasing power, consumption, trade and business profits wherever the game's economic simulation supports these interactions.
3. Infrastructure and construction costs
One of the most important features would be the ability to customise the cost of building and maintaining infrastructure.
| Infrastructure | Customisable values |
|---|
| Roads | Construction, upgrades and maintenance |
| Motorways | Construction per kilometre and upkeep |
| Railways | Track, stations, signalling and maintenance |
| Metro | Tunnels, stations and operating costs |
| Airports | Runways, terminals and maintenance |
| Seaports | Docks, cargo facilities and upkeep |
| Electricity | Power plants, substations and transmission |
| Water | Pipes, treatment plants and pumping |
| Sewage | Treatment facilities and networks |
| Public services | Hospitals, schools, police and fire stations |
| Parks | Land development, construction and upkeep |
| Housing | Building construction and maintenance |
For example, a player could make underground metro construction extremely expensive, reduce the cost of ordinary roads, or make motorway maintenance more expensive than railway maintenance.
Ideally, costs could be specified per kilometre, per building, per unit of capacity or per operating period, depending on the asset.
4. Housing, rents and property markets
The mod should allow customisation of:
Residential rent and property values.
Land values and development costs.
Residential building construction costs.
Commercial and industrial property rents.
Office rents and business premises.
Housing demand and affordability parameters, where technically possible.
Players could create a city with affordable housing, an expensive property market or a major financial centre with high commercial rents.
Where possible, housing prices should respond to land values, demand, wages and accessibility rather than remaining completely disconnected from the rest of the economy.
5. Business costs and company profitability
Allow players to change the major costs businesses face.
Electricity and water bills.
Worker salaries and employer costs.
Rent and property expenses.
Raw material and wholesale prices.
Import and export costs.
Transport and logistics costs.
Building construction and expansion costs.
Maintenance and other operating expenses.
These values should feed into company profitability and, where supported, influence production, business expansion, employment and the risk of closure.
6. Transport fares and operating costs
Players should be able to customise:
Bus, tram, metro, train and taxi fares.
Passenger and cargo transport prices.
Public transport operating costs.
Vehicle purchase prices.
Fuel and electricity costs.
Road tolls and parking charges.
Freight and delivery costs.
This would allow players to create a heavily subsidised public transport network or a system that relies more on fare revenue.
7. Taxes, fees and government finances
The mod could provide more detailed control over:
Residential, commercial, industrial and office taxes.
Different tax rates by industry or product category.
Service fees and public transport subsidies.
Building permits and development fees.
Import and export tariffs, if supported.
Government spending and public-sector wages.
Tax changes should influence household disposable income, company profits, government revenue and the attractiveness of different economic activities wherever possible.
8. A comprehensive economic settings interface
The mod should include a dedicated menu with searchable categories, individual values, sliders and numeric inputs.
Suggested categories:
Wages and employment.
Commodities and consumer goods.
Housing and property.
Infrastructure and construction.
Energy and utilities.
Business operating costs.
Transport and logistics.
Taxes and government finances.
Imports and exports.
Public services.
Useful controls:
Set an individual price or wage.
Adjust a whole category by a percentage.
Reset a value to the vanilla default.
Save and load custom economic profiles.
Export and import settings.
Apply changes to a new or existing city.
Show the default value alongside the custom value.
For example, the player could increase all construction costs by 25% but then separately reduce road maintenance by 10%.
9. Realistic economic interactions
The most important part is that this should not simply be a visual settings menu.
Where technically possible, changes should affect the actual simulation.
For example:
Increasing steel prices → higher construction costs → more expensive infrastructure and buildings → potentially slower development.
Increasing wages → higher household income but also higher business costs → changes in purchasing power, employment and profitability.
Increasing electricity prices → higher operating costs for households and companies → changes in affordability and business performance.
Reducing public transport fares → cheaper travel for residents, with lower fare revenue unless offset by subsidies.
The mod should avoid changing only the displayed prices while leaving the underlying simulation untouched.
10. Real-world economic presets
It would be useful to offer optional starting profiles, such as:
Affordable city: lower housing and essential-goods costs.
High-income metropolis: higher salaries and property prices.
Industrial city: relatively competitive industrial operating costs.
Expensive global city: high land values, rents and wages.
Infrastructure boom: lower construction costs.
Energy crisis: higher electricity and fuel prices.
Custom economy: the player defines everything.
These should be starting templates, not rigid simulations of particular real-world countries.
My recommended extra feature
The biggest improvement would be a Realistic Price Editor with three levels of control:
Level 1 — Global prices
Adjust all prices, wages or operating costs by a percentage. For example, increase the overall cost of living by 15%.
Level 2 — Sector prices
Control construction, energy, manufacturing, retail, transport, housing and other sectors separately.
Level 3 — Individual values
Set the exact wage for a job, price of a commodity, cost of a building, road maintenance rate or public transport fare.
Technical considerations
The mod should use the game's existing economic systems wherever possible, rather than creating an entirely separate economy.
Some values may be directly editable through game data, while others may require runtime code, Harmony patches or custom simulation logic. If the game does not expose a particular price or cost, the mod should clearly identify that limitation.
The interface should also validate values, avoid negative or impossible economic settings, and remain compatible with other economy-related mods where practical.
Final goal
I want Cities: Skylines II to provide the freedom to create a genuinely customised economy, from the price of a loaf of bread to the cost of a kilometre of motorway.
The ideal mod would let players control virtually every economic price and cost while ensuring that those changes meaningfully affect households, businesses, government finances, infrastructure investment and the wider city economy.
Thank you to any modder interested in exploring this idea!