I would like to report a balance and mechanics issue introduced with the Services 2.0 update that affects service demand and capacity across the game.
Before the update:
Service buildings (power, water, sewage, waste) followed capacity-based mechanics.
For example, one coal power plant with capacity 12 could support up to 12 residential buildings, since each residential building required only 1 demand.
Fire, police, and health services mainly relied on coverage mechanics — buildings inside coverage were properly serviced.
After the Services 2.0 update:
Residential buildings now generate 35+ demand.
In the case of coal power plants, this causes one plant to effectively support only one residential building, instead of multiple (this is provided as an example).
Other services (water, sewage, waste) now rely on their own maximum demand limits, which feel misaligned compared to the previous system.
Fire, police, and health services are affected even though their mechanics should depend on how many buildings fit within coverage, not demand stacking.
This change feels like a downgrade, as it breaks the original capacity and coverage logic and keeps residential buildings in constant high demand.