Cities: Skylines 2 Cheat Codes

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Cities: Skylines 2 Cheat Codes
Nom du fichier : Cities: Skylines 2 Cheat Codes - Auteur : DAV - [PC]

Cities: Skylines 2 Cheat Codes

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Cities: Skylines II

Cheat Codes:
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Submitted by: David K.

Cheat Mode:
-----------
* How to Activate Dev/Cheat Mode
* It’s 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:
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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 don’t really need. Even in my
local community of 5k people, I never see more than 30 people in it,
it’s 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 doesn’t 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 don’t 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 don’t 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. (Don’t forget
taxes aren’t 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 you’ll 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.

I’ve 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. I’ll 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.

Vue : 1112 fois
Mise à jour : 2023.10.27



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