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Cities: Skylines Cheats

Cities: Skylines

Cheat Codes:
Submitted by: David K.

Click on Content Manager and then clicking on the Mods tab.

You’ll see the three options: Hard Mode, Unlimited Money, Unlock All,
so click on the one you wanted.

Complete the following Tasks to earn the listed achievement. To view your
achievements and stats in Steam, select “Community”, then search for the
game hub that corresponds to [Cities: Skylines]. Select the “View Stats”
drop down option, then choose the option for your username’s achievements.

Achievement How to unlock
Beam Me Up – Build the Space Elevator Monument.
City in Motion – Have 20 transport lines.
City in Motion 2 – Have 50 transport lines.
City Planner – Use the district tool to draw 3 districts.
Distroy – Have more than 10 districts with unique policies.
Heavenly City – Unlock Monuments.
Pioneer – Create your very first city.
Safe City – Keep the crime rate under 10% for 4 years straight.
Short Fuse – Build the Fusion Power Plant Monument.
SIMulated City – Have an area the size of nine map tiles.
Terraformer – Create a map.
The Safest Town – Have 5 Police Headquarters.
Unpopular Mayor – Have 15% happiness.
Well Informed – Have a look at all the different info-view panels.

Growth Bonuses:
As you reach various population levels, you’ll unlock corresponding township
levels, buildings, and bonuses, as indicated below.

-=Little Hamlet (500)=-
Elementary School, Medical Clinic, Landfill Site, Taxes, Loans, Garbage,
Healthcare, Education.

-=Worthy Village (1000)
Police Station, Fire House, 2km x 2km area, Districts, Policies, Second Loan,
Industry Specializations, Services Policies, Fire Department, Police Department,
Unique Buildings, Forestry Specialization, Agriculture Specialization.

-=Tiny Town (1500)
High School, Decoration, Level 2 Unique Buildings, Pet Ban, Smoking Ban, Parks,

-=Boom Town (2600)=-
Bus Depot, Advanced Wind, Turbine, Cemetery, 2km x 2km area, Transport, Level 3
Unique Buildings, Bus, Recycle, Recreational Use, Ore Industry Specialization.

-=Busy Town (5500)=-
City Planning Policies, Level 4 Unique Buildings, Free Public Transport, Heavy
Traffic Ban, Oil Industry Specialization.

-=Big Town (7500)=-
Metro Station, University, Incineration Plant, 2km x 2km area, Taxation Policies,
Level 5 Unique Buildings, Metro, Education Boost, Tax Raise, Tax Relief, High
Density Residential Zone, High Density Commercial Zone, Office Zone.

-=Small City (11,000)=-
Train Station, Cargo Train Terminal, Hydro Power Plant, Level 6 Unique Buildings,
Train, Small Business Enthusiast, Big Business Benefactor, Industrial Space
Planning, High Tech Housing, Highrise Ban.

-=Grand City (20,000)=-
Harbor, Cargo Harbor, Third Loan.

-=Capital City (32,000)=-
Nuclear Power Plant, 2km x 2km area, Ship.

-=Colossal City (44,000)=-
Nuclear Power Plant building, 2km x 2km area.

-=Metropolis (65,000)=-
Airport, Airplanes, 2km x 2km area.

-=Megapolis (80,000)=-
2km x 2km area, Monuments.

Efficient Cargo Station Design:
Written by Roelofjan

How to desgn your train tracks leading to your cargo station.
I thought i’d share how i’ve set up my cargo stations, this is working really
well for me.

Main line: The yellow line is the main line. This is the line that connects everything.
It’s a simple piece of two way railroad track. Trains on the main line should not have
to stop for anything! You can achieve this by using one way tracks for trains leaving
the mail line. Trains joining or leaving the main use should not block trains on the
main line. Make them over or under the main line.

-=Incoming Trains=-
Each cargo station has two tracks. It’s important to use them both. If you only have
trains coming from one direction, only one track will get used. This halves your capacity.

Yes, if you have a cargo station on the left side of your maps, most if not all trains
will be coming from the right of the map. So only one track of your station will get
used by incoming trains. But for most cargo stations it’s important and possible to
design you cargo stations (spread them across the map) in such a way that traffic will
be coming form multiple directions.

In my example traffic incoming traffic is red (coming from the right side of the map),
and white (coming from the left side of the map). You can see i’m using both tracks of
the cargo station.

The red and yellow lines don’t have to wait for anything! If there are a lot of trains
coming split them from the main line sooner. Don’t let red or white trains stop on the
yellow main line!

The incoming white line does not cross the yellow main line because an overpass is used.
Yellow traffic passing through from right to left does not have to wait for a crossing
white line.

-=Exiting Trains
Incoming traffic from the white line uses the blue line to exit.
It can exit to the left side of the map, and exit to the right side of the map.

Incoming traffic from the red line uses the green line to exit. It can exit to the
left side of the map, and exit to the right side of the map.

Exiting trains do not cross the yellow main line.

This is working great for me in my 200.000 population city with a lot of industry.
I’m importing almost nothing (600) and exporting a little (6.000). this setup might not
work as efficient if you’re im- or exporting a lot.
I have no traffic problems, i’m not using any traffic mods.

-=I have two main lines:
A main line for internal and external cargo and external passenger traffic. I’ve found
that i don’t need to seperate my internal and external cargo traffic. Also my external
passenger trains use this main line. I only have one train station that accepts external
trains. This really limits the number of external passenger trains.
From that station tourists get spread across the city.
A main line for internal passenger traffic.

Space around a cargo station comes at a premium, because industry close to a cargo
station easily levels up to level 3. You’ll want as much industy as close to the station
as possible. So you’ll want very little train tracks near the station.

This setup prevents train from going backwards, which i really dislike.

Island Hopping Scenario:
Written by Bustedclutch.

The intent of this challenge map is to survive a bunch of tsunamis, followed by achieving
a really high population density on some unforgivably small islands.

Fortunately, you can kind of cheese the first mechanic, and really cheese the second one!

-=Part One: Surviving the Tsunamis=-
You get hammered with a series of increasingly big tsunamis, starting with a 2, running
up to a 10, and then a few smaller waves after that.

The size ten tsunami will easily flatten your entire map and can bring your population
to zero, and the frequency of them can bankrupt you. So, let’s cheese it!

-=Build a budget-conscious town and keep it small=-
Quickly build up the three islands in a row in your starting tile. Stick to the barebones,
definitely don’t do high schools, and switch to the water-turbine as soon as it’s available
(the tsunami doesn’t destroy the water turbines for some reason, though it will repeatedly
flatten other power structures).

A few thousand people and some basic services will get you a $5,000 a week profit in your
budget. Once you hit that amount, you’re set. Don’t build up the town more than that.

-=Why this is a cheese=-
The game automatically demands growth in residential zones while your town is still small.
It’s how you build a town from nothing, and this initial artificial demand goes away after
your city gets too big.

As each tidal wave comes through and flattens your neighborhoods (turn the budget on your
already limited services down while this is happening) you just bulldoze them and new
people move in right behind the wave.

Since each wave is going to wipe out most (or all) of your current citizens, you don’t
need any high schools. You might want toss an elementary school down on each island,
as sims almost instantly move into emptry residential zoning next to elementary schools.

While each wave cuts through the city, turn all your budgets down to half, or just turn
the individual buildings off entirely.

Assuming your city profits 5k a week, people move in quickly enough after each wave to
keep you well above bankruptcy.

-=The size ten wave=-
On the larger waves, make sure you slow the game and pause it so you can bulldoze just
behind each wave as it comes through. Because the demand for residential is artificially
high, you can have half the neighborhood moving into the first island just as the wave
crashes into the third.

-=Other tips=-
I built a disaster response building on the third island (the one that isn’t in the
chain of three) and surrounded it with flood walls. It survived most of the waves and
allowed me to rebuild my elementary schools and essential service buildings for cheap.
You probably can’t afford to keep rebuilding the recycling center/landfill.

Warning: Building a disaster response building will cause the game to try to “search
for survivors” in every building, which isn’t what you want. You only want the disaster
response building to send trucks out to let you rebuild your service buildings for
cheap. Bulldoze every flattened, non-service residential/commercial/industrial building
as the waves come through so that your disaster response trucks will go to your service
buildings instead.

You might also want to make the center island a “VIP” district with its own shelter and
small warning antenna. This will guarantee that you’ll avoid dropping to zero population,
though people move in so fast that it probably isn’t necessary.

-=Playing speed=-
Just run it at high speed between waves while your bank account builds up, and then
slow it down or pause it while the waves tear through so you can do all your bulldozing.

All the bad events eventually stop happening

After you’ve had eight tsunamis (and some earthquakes) the game never has another serious
natural disaster, so there’s no need to maintain any shelters. Antennaes are a cheap
happiness boost in the mid to late game though, so you might as well toss those down.

Thus, you should run the game, on high speed if necessary, until the tsunami portion is
over. Once those are behind you, switch to part two.

-=Part Two: Cheesing the Island Population Density Problem=-
If you’ve done any reading online you’ve probably noticed a lot of people living the
nightmare of trying to get 250,000 people squished into the map’s tiny islands.

It’s certainly possible to scoop out the oceans and make all of the islands a bit
bigger, and with some luck, squish everyone in. But that’s tedious and you don’t want
to end up with 230,000 people and no more space (or maybe that’s what happened to you
and that’s how you arrived at this guide).

-=Cheesing the island density problem: Step #1=-
Identify a quarter of a tile that you can constantly pull dirt in and out of. This will
constantly be making little tidal waves, so if you have development on any nearby islands,
toss up some flood walls.

-=Step #2: Build bathtubs instead of islands=-
Scoop some dirt out of the ocean with the big brush.

Now switch to the tiny brush, and switch to the “level terrain” tool. Right click an
existing island to set the terrain height. Then using the left mouse button, draw the
outline of your next district.

You need a completely solid outline above sea level for this to work.

You probably know where this is going!

-=Drain the bathtub=-
Build ten or twenty water pumps facing inside your newly built bathtub. Make sure the
game is on high speed. Go do other things for fifteen minutes. Name some streets.

-=Enjoy your new district=-
After 15-20 minutes the water level will drop and you’ll be left with a bathtub-style
district in the middle of the ocean. You can repeat this process and, if you really
wanted, drain the entire workable map, though it’s more fun and more pretty to use a
combination of islands and below-sea-level bathtub districts.

It might *seem* like it would be faster to raise up a mountain, then turn the center
into an empty crater, and push the soil outward, but it’s actually a huge pain and much
easier to just draw a tiny line of just-above-sea-level dirt as the outline of your
future bathtub district and drain it. It doesn’t take long, and if you’re impatient,
you can always just build more water pumps.

You should also leave a water pump or two running in each bathtub at all times, and
use the pumping service, as your constant landscaping, and the nature of the bathtubs,
means you’ll acidentally flood them occasionally.

It’s also a good idea to draw the bathtub edges a touch higher and line them with
floodwalls if you’ll be doing landscaping nearby.

Hopefully you don’t depend on tunnels much, because tunnels won’t run under the lip
of the terraformed bathtub (they can only go so far underground, and your bathtub lip
is too high for them). So you’ll need to use bridges.

Be very careful about sims building on the edge of your bathtub (especially if you
make zoneable areas around the lip) as new buildings will auto-terraform an area,
potentially bringing the lip below sea level, and drowning an entire district while
you’re not paying attention.

-=Benefits of your Dutch takeover of the ocean=-
Unlike expanding the islands, with the Dutch method you never run out of soil.
Eliminating just one island is enough soil to bathtub your way to 250k, as is
scooping out half a tile of ocean at the edge of the map.

The scenario gives you much earlier access than usual to milestones for some reasons,
which means you can build the Eden Project very early on, if you have access to it.
If you do, build it as soon as it’s available, so you don’t end up with a death wave
problem when you plop it down at 150k population.

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