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cities skylines money cheat free IA22+
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 Try reading the post above yours. Go to the main menu. Click "Content Manager", then go to "mods" on the left hand side. "Unlimited Funds" is there, click the. I just discovered a money hack on Cities Skylines. Instead of requesting for loans and having to pay back at a interest rate, you can go to the save menu. All you need to do to enable or unlock Cities Skylines cheats is turn them on in the content manager section of the main menu. Instead of. To do this, all. Cities Skylines Unlimited Money · Open the City Skylines game's main menu. Click on Content Manager. Click on Mods from the options on the. 9 Hints and Tips for: Cities: Skylines. Cities: Skylines Cheats. Click on Content Manager and then clicking on the Mods tab. Achievements: 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. 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. SIMulated City - Have an area the size of nine map tiles. Terraformer - Create a map. 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. 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. 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. 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. Exiting trains do not cross the yellow main line. I'm importing almost nothing and exporting a little 6. I have no traffic problems, i'm not using any traffic mods. 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. Fortunately, you can kind of cheese the first mechanic, and really cheese the second one! 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! 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. Once you hit that amount, you're set. Don't build up the town more than that. 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. 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. 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. It survived most of the waves and allowed me to rebuild my elementary schools and essential service buildings for cheap. 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. 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. 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. 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 , people and no more space or maybe that's what happened to you and that's how you arrived at this guide. This will constantly be making little tidal waves, so if you have development on any nearby islands, toss up some flood walls. 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! Make sure the game is on high speed. Go do other things for fifteen minutes. Name some streets. 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 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. 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. Eliminating just one island is enough soil to bathtub your way to k, as is scooping out half a tile of ocean at the edge of the map. 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 k population. Submit your codes! Having Codes, cheat, hints, tips, trainer or tricks we dont have yet? Help out other players on the PC by adding a cheat or secret that you know! Submit them through our form. Covering more than CheatBook-DataBase Cheatbook on: Twitter Facebook.
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