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 Cities: Skylines II Cheats

 
   
 
 
Cities: Skylines II

Cheat Codes:
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Submitted by: David K.

Cheat Mode:
-----------
* How to Activate Dev/Cheat Mode
* Itís pretty simple to do!
* Right click on Cities: Skylines II in your Steam library.
* Select -> Properties.
* On the General tab, in the launch options field, 
  add: -developerMode
* Then start your game (load save) and press the [TAB] key. 
* After a short delay, the Dev / Cheat Mode will appear. 
* If you want to close the Dev / Cheat Mode, press [TAB] again.



How to Make a Profit:
---------------------
Services should be revamped. When you start off, most of the services 
will be an overkill when you unlock them. You get the hospital at what, 
1k and they handle 100 people, which you donít really need. Even in my 
local community of 5k people, I never see more than 30 people in it, 
itís a major waste of money. Unlike in Tropico where service number is 
decided by the number of workers you have in that building, Cities 
Skylines doesnít allow you to do that. Technically you can partially 
defund them but if you do it too much, your citizens start complaining.

Also, schools are really nuts, they start off with a capacity of 1000 
and can be upgraded to 1500. My city of 10k population need a capacity 
of barely over 1000, oh and kids donít go to schools if they are too 
far from their houses, so you will be wasting a lot of money on school 
capacity that no one will be using.

Once you unlock the production tab it will give you a good idea of where 
most of your loss outside of services is coming from. I would suggest 
starting with livestock since they donít need fertile land, but if you 
have it grain and veg is a must. Making locally reduces costs 
significantly and also opens up exporting it to so you can make money 
on it.

Raise taxes. My suggestion is to keep high taxes in the -5 area (up to 
20%) to start with, maybe favour specific areas within groups with 
lower taxes to promote more growth to specific areas. (Donít forget 
taxes arenít limited to sectors, I like to keep industry high but lower 
the food related ones to help promote local).

Drop a taxi depot and immediately upgrade it to have the dispatcher. 
Lower budget to 50% initially and youíll find the fees cover the cost 
of the depot maintenance pretty much straight away.

From there it really comes down to micromanaging your other services. 
Do you really need two schools, or will upgrading the existing one 
suffice? Same with medical/police/fire. I would suggest making sure they 
serve multiple districts or not using districts too soon so they service 
large areas.

Iíve managed to get myself to a place where I am right on that line 
breaking even and the fluctuation is coming from food production, so my 
next step will be to add a few more farms to make sure I have continual 
surplus then I will venture into adding a bus system.

It is very much a micromanaging balancing act but it is doable. Iíll be 
honest I am not the best at city builders in general, but if I can at 
least break even most people should be able to.



Traffic Tips and Tricks:
------------------------
-=Traffic Jams at Roundabouts=-
Using the roundabout creator, I have found a lot of issues with traffic 
jams caused by cims crossing (even though I removed the crossings).

One trick I have been using is creating a flyover bypass using a single 
lane highway for going straight ahead. This seems to lessen the traffic 
at these spots creating a little better flow.

-=Path Bridge Crossings=-
I have also tried using pathways to encourage Cims to use when crossing 
the road. It doesnít really work due to how long the ramps have to be.

But I have discovered that if you build the path over the road at 7.5m, 
then create the ramp down to 2.5m the path will form a sharp drop to the 
pavement/sidewalk at the side of the road, making the ramp need to be a 
little shorter.

-=Roundabouts=-
I have also started going back to the old C:S method of manually building 
roundabouts using highways and other one way roads.

This doesnít seem to work very well for small roundabouts, but does seem 
to function better than the game made ones if made large enough. And they 
are upgradable/replaceable with different road types.
 

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