Skip to content

Game.Simulation.TaxAreaType

Assembly:
Assembly-CSharp.dll

Namespace: Game.Simulation

Type:
public enum

Base:
System.Byte

Summary:
Enumeration that identifies the different tax-area categories used by the simulation to apply tax rates, policies and area-specific behavior. Values are stored as bytes and are typically used when tagging areas, lots or buildings for tax calculation, UI display and policy application in the Cities: Skylines 2 simulation.


Fields

  • None
    Represents no tax area assigned (value = 0). Used when an area or object doesn't belong to any specific tax category.

  • Residential
    Tax area for residential zones/buildings (value = 1). Applied to living spaces when computing residential tax rules and rates.

  • Commercial
    Tax area for commercial zones/buildings (value = 2). Used for shops, services and business tax handling.

  • Industrial
    Tax area for industrial zones/buildings (value = 3). Used for factories, warehouses and other industrial tax logic.

  • Office
    Tax area for office zones/buildings (value = 4). Used for office buildings and related tax handling.

Properties

  • This enum does not declare any properties. It provides named constant values with an underlying byte type.

Constructors

  • Enums do not define constructors. The named values are compile-time constants with underlying type System.Byte.

Methods

  • There are no custom methods defined on this enum. Standard System.Enum methods (ToString, Parse, HasFlag, etc.) are available for working with enum values.

Usage Example

// Read a byte value (for example from saved data) and cast to the enum
byte savedValue = 2;
Game.Simulation.TaxAreaType area = (Game.Simulation.TaxAreaType)savedValue;

// Use in code to decide tax logic
switch (area)
{
    case Game.Simulation.TaxAreaType.Residential:
        ApplyResidentialTax();
        break;
    case Game.Simulation.TaxAreaType.Commercial:
        ApplyCommercialTax();
        break;
    case Game.Simulation.TaxAreaType.Industrial:
        ApplyIndustrialTax();
        break;
    case Game.Simulation.TaxAreaType.Office:
        ApplyOfficeTax();
        break;
    default:
        ApplyDefaultTax();
        break;
}

// Example: assign a tax area to a building data structure
void SetBuildingTaxArea(Building building, Game.Simulation.TaxAreaType taxArea)
{
    building.TaxArea = (byte)taxArea; // stored as byte in underlying data
}