Cities: Skylines Beginners Guide – LadiesGamers

Cities: Skylines is a massive game; you may have purchased it in a recent sale and can’t wait to get stuck into building your city. While the game holds your hand in the way of tooltips for the first few steps, after that, you are left to get on with it.

Time for a Cities: Skyline guide on LadiesGamers to help you build the city of ŷour dreams without going bankrupt or suffering a death wave. This guide will cover the Nintendo Switch and PC versions of the game. The game is practically the same on the console as PC. Except the Nintendo Switch players can’t use mods, nor do they have access to all the DLCs. If you want to use mods with the game on PC we have you covered with our essential quality-of-life mods for Cities: Skylines which you can find here. And if you are playing the PC version and want to add DLC to your game, here are our top 10 of the best DLCs. We also have our Cities: Skylines Content Creator Packs: Which are the Best to Buy article here.  Let’s get started.

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Build a thriving City

The idea of Cities: Skylines is to design and build a fully functioning city. That means building roads and transit systems, creating city zones, and laying water pipes. Designing a fully functioning city also means managing taxes, establishing businesses, exploiting resources and much more. If all goes well pretty soon, you will have a sprawling metropolis with a population that lives, works, and functions much like a real-world city.

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Controls for Nintendo Switch

If you are playing Cities: Skylines on the Nintendo Switch, the controls are as follows:

L Stick = Move camera and navigate menus. Press the L stick in to pause the game; press the L stick in and slightly to the right to speed up the game. There are three-speed settings shown by the arrow beside the date at the bottom of the UI. Normal, Fast and Faster depending on how many times you push the L stick to the right.

R Stick = Rotate the camera; pressing the R stick in when the cursor is on anything in the UI will bring up the Adviser, which will pull up a little information box about each icon.

B Button = Use the B button to cancel and close a menu.
A Button = Use the A button to select and confirm.
X Button = Bulldozer used to demolish certain buildings, roads, and paths.
Right Shoulder Button = Move right in the menus
Left Shoulder Button = Move left in the menus
ZL Shoulder Button = Zoom camera out
ZR Shoulder Button = Zoom camera in
Y Button = Pressing the Y button will bring up an info wheel showing various info about your city. Such as the following:

Use the L and R shoulder buttons to scroll through the menus,

City Info: This shows a city graph, statistics and any messages from Chirper you may have missed.

Policies: Policies menu is where you can set certain parameters for your City’s population, such as they must recycle garbage. Taxation is where you set the taxes for your Cims. Finally, city Planning is where you can set policies for all of the city, such as Encourage Biking or Ban bikes on sidewalks.

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Milestones: The Milestone menu will show you what your city is required to meet to unlock certain milestones in the game.

Unique Buildings: The Unique Building menu shows you what requirements are needed to be met to unlock the unique buildings in the game; for example, to unlock the Amsterdam Palace building, you must construct 600 service buildings in your city,

Monuments: The Monument menu screen will show you what Monuments you have unlocked when you reach the highest Milestone of Megalopolis. Monuments are unlocked at the last milestone. To build a monument, you must have all the required unique buildings for that monument built, and all nine map areas have to be unlocked.

Areas: Zooms the map out to nine tiles allowing you to purchase more tiles if you have the credits (money).

Economy

Taxes: Used to set taxes for your population to pay to the city. The sweet spot is 12%. You can set the taxes higher but the cims will eventually complain they are paying too much and move out.

Budget: In the Budget panel you can set the various budgets for spending on services in your city.

Loans: Loans speak for themselves, running out of credits (money) you can take out a loan. The details for paying back the loan you take out are listed on each loan option.

Income | Expenses: This menu shows all the outgoing and incoming money your city is spending and earning.

Info Views: Pressing info views will bring up a small panel on the left of the screen. The info panel provides you with quick access to check all your services, population happiness and much more. Use it often to keep a check on how your city is doing.

On the Nintendo Switch, in the Roads, Zoning, Districts, Water, Sewage, Heating, Transport (for roads only) and Decorations menus, when you use each menu, you can also click on the Y button to bring up an extra menu. In the extra menu, for example, the Roads menu, you will find options for upgrading roads, laying curved roads, changing the direction of the road and disabling snapping. Snapping is when laying a road down and there is another road already laid the road you are laying with snap to the original road already there.

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Keyboard and Mouse Controls For PC

B = Activate / Deactivate Bulldoze tool
W, A, S D = Scroll up, left, down, right
Z, X = Zoom in, out
E, Q = Rotate camera counter-clockwise, clockwise
R = Pan camera upwards
F = Pan camera downwards
SPACE or 1, 2, 3 = Timeflow speed: paused, normal, faster, fastest
ESC = Exit tool/Pause Menu
4 = Low residential zoning
5 = High residential zoning
6 = Low commercial zoning
7 = High commercial zoning
8 = Industrial zoning
9 = Office zoning
O = De-zoning
F11, F12, Shift + F12 = Take screenshot, Steam screenshot, High-resolution Screenshot
Page Up / Page Down = Build elevation up/down
F1 = Quicksave
Y = Select game areas
U = Unlocking panel
I = Info views
Rotate camera: Middle mouse button (hold) + move mouse left and right.
Zoom camera: Scroll wheel (up = zoom in, down = zoom out).
Tilt camera up/down: Middle mouse button + move mouse up and down.
Cancel current selection: Right mouse button.
Build a road: Left mouse button (click) + move mouse + left mouse button (click)

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Icons on the Toolbar PC

Whether playing Cities: Skylines on PC or Switch, you will become familiar with the toolbar at the bottom of the screen. But for the first time you play the game, you might wonder what they all are. On the Switch and PC versions of the game, the toolbars are nearly identical except for a couple of differences, which I will mention below.

From left to right on the PC toolbar, the icons are:

Areas: Toggle between Area View and the game view. The city map consists of square-shaped tiles known as areas. You get the first area free and unlock new areas later at certain milestones.

Milestones: Open the Milestones panel by clicking on it with the mouse. In the Milestone panel, you can see the requirements and unlocks for the upcoming milestone. You can also see the milestone progress from the milestone button. The button will fill clockwise with green as you get closer to the next milestone’s requirements.

Game Time: As you play Cities: Skylines, in-game time passes at a default rate of one in-game week per one minute of gameplay. You can see the current in-game date from the Time Panel and adjust how fast the time passes in the game.

City Name: Here you can see the City’s name, and by clicking the small info button next to it, you can see more information about your City. You can also change the city name to whatever you want.

Zoning Demand Bars:

GREEN = Residential zones (low and high density).
BLUE = Commercial zones (low and high density)
YELLOW = Industrial and office zones (industry and offices)

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Bank Balance: The bank balance shows your available funds and the weekly income and expense budget balance.

City Service Panels

Roads: The Road panel is used for building roads.
Zoning: Zones are set and de-zoned by using the zones panel.
Districts: The Districts panel is for managing districts and their industrial specializations.
Electricity: The Electricity panel has options to build power lines and power plants.
Water & sewage: The Water & Sewage panel is used to provide the City with fresh water and the means to dispose of the sewage.
Garbage: The Garbage panel includes options for managing garbage disposal.
Healthcare: The Healthcare panel can be used to provide your City with medical services and take care of the deceased.
Fire department: The Fire department panel is used to manage your City’s fire safety.
Police department: The Police department panel is used for managing crime rates in your City.
Education: The Education panel has different options for providing education for the citizens.
Public transport: The Public Transport panel has options to manage different public transport modes.
Decoration: You can beautify your City through the decoration panel and make it a more pleasant place for its citizens.

Unique Buildings: You can select and place available Unique Buildings in your City from the Unique Buildings panel.
Monuments: Monuments are the ultimate City Services. Build Monuments for your City from this panel.

Economy: You can manage your City’s economy from the money panel by adjusting taxation, city service budgets, and taking loans.
Policies:  The City and district policies are managed through the policies panel.

Population and Happiness: The population counter shows the number of citizens in your City and the current trend for the population. Next to the population counter is the happiness icon indicating the overall happiness and well-being of the citizens.

Bulldozer: Bulldozer mode can be toggled on and off from the Bulldozer button. When the bulldozing mode is active, other tools and panels are disabled. When the game is bulldozing, you can demolish roads, buildings, and other infrastructure by using the mouse pointer over the object and left-clicking the mouse.

Free Camera Mode: You can toggle Free Camera Mode on and off with this button. While Free Camera Mode is on, you can move and control the view unrestricted. The game UI is hidden while the Free Camera mode is on. You can return to the normal game mode by pressing the ESC button.

Icons on the Switch Toolbar

From left to right on the Switch toolbar, the icons are as follows.

Bulldozer: Press the X button to use the bulldozer.
Info: Press the Y button to bring up menus and info boxes.
Magnifying Glass: Inspector use the A Button to bring up the inspector.

The rest of the icons are the same as the PC version up until the Decoration icon. To find the Budget, Economy, and Policies press the Y button to bring up the radial wheel.

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Pick a Map to Play

When you start a game you must pick a map or play through the campaign mode. Once you pick the map you want to build on, and you choose if you want to use unlimited money and unlock the Milestones, the game begins. When the game begins, pause it, so you are not paying for upkeep until the city is ready to go.

You start on a 2×2 km square with a Highway connection. To bring people or Cim’s as they are called in Cities: Skylines to your city, you have to build a road from the Highway connection to your city.

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Roads

At the start of the game, with a budget of 70.000 credits (money), you can’t go too crazy with building a luxury city as you will quickly go bankrupt. Unfortunately, there is only one two-lane road available at the start of the game. But building a little strip of the two-way road on the ground unlocks a few more roads to use.

When I start a city, I like to use the least expensive roads as every road you lay costs you credit (money) in upkeep. The roads can always be upgraded later to better roads once they are all unlocked and you have a healthy bank balance.

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Notes for Road Planning

There are a few things to note when building roads in Cities: Skylines. Firstly, when Cims use vehicles, they use the quickest route to get from their starting point to their destination. This is determined by the speed of the road and secondly by distance. This means a Cim will prioritize a quicker, longer road over a shorter, slower route.

When starting a new city, don’t build right by the starting highway> entrance > exit. You will undoubtedly have to change it when your city grows anyway, and the traffic is gridlocked.

All industrial areas, harbours and cargo stations need direct access to and from the nearest highway. Therefore, do not have your big lorries travel through residential, commerce or office areas as the cim’s don’t like it, as heavy traffic creates noise. Instead, create a district and use the Heavy Traffic Ban policy if the big lorries pass through these areas.

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Road Hierarchy

Try and follow the rules of road hierarchy. Road hierarchy is all around you in every real-life city. Road hierarchy categorizes roads according to their functions and capacities. It also works pretty well for your road layout in Cities: Skylines using highway > arterial > collector > local roads.

For example, Collector roads collect traffic from local roads and distribute it to arterial roads. Arterial roads then allow traffic into the Highways.

There are a lot of different roads and road widths in the game.

  • One-way roads: One-way roads allow traffic in one direction only and can decrease traffic congestion.
  • Two-way roads: Building two-way roads allows travel in both directions. However, these roads can increase traffic congestion but allow for less restricted pathing for cars through cities, so small two-way roads make for ideal low traffic roads.
  • Two-lane roads: Two-lane roads support low traffic and are suitable for most residential areas and low-traffic service roads.
  • Four-lane roads: Four-way roads support moderate traffic.
  • Six-Lane roads: Six-Lane roads support high traffic and are suitable for mass traffic
  • Highways:

    Highways support very high traffic and high speeds. Highway ramps support medium traffic and average speed and connect highways to roads or other highways.     

So from the highway, I would use six-lane two-way roads for my arterial roads. For collectors, I always use four-lane roads, preferably with bus lanes, and for local roads, it is the two-way or one-way roads I use.

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Placing Roads On Switch

On the Nintendo Switch, laying roads is a fiddly endeavour; highlight the roads icon in the menu and press A. Using the L and R shoulder buttons will move the cursor over the road tabs in the menu and give you access to Small roads (one and two-lane roads), Medium (three and four-lane roads), Large roads ( five and six laned roads), Highways, intersections and roundabouts.

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Road Info on Switch

If you click the R stick-in when you are road icon in the menu, it will bring up an info box detailing what each road will cost in weekly upkeep. As well as the weekly cost, the info box will inform you of the road speed and if the road provides parking.

Road marking indicating one-way roads are hard to see on the Switch. If you use one-way roads to connect the highway, you have to make sure it is one way the right way, one coming in, and one going out to the highway. A black and red T sign above a section of the road means it has been placed the wrong way.

Press Y to bring up the road tool menu. Here you can choose to use straight roads, curved or freeform. You can also upgrade a road you have previously placed and change the road direction. It is less expensive to upgrade a road than to demolish it and place a new road.

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Water and Sewage Network

Water and the removal of sewage are vital to a thriving city in Cities: Skylines. The Cim’s need clean water to drink and can become sick if sewage is mixed with their water.

There are two types of water supply buildings available at the start of the game: water towers and water pumping stations. Build these facilities to provide fresh water to your city. Water pumping stations must be built next to a water source, such as a river. But it is a good idea to take note of the water’s direction of travel as you don’t want sewage water flowing into the drinking water.

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Sewage output and water intake pumps need to be as far away as possible from each other in your starting tile in the nearest water, river or sea. When you pick the water pump in the menu, any flowing water on the map shows arrows for the direction it is flowing. So you have to position the water pump upstream from the wastewater pipe; the wastewater flows downstream away from their drinking water intake.

Then supply the water and sewage pumped with electric or wind power, connect the wastewater to the water pump with the pipes, and lay the pipes from there to under your city. One set of pipes does both as they are double piped; you’ll see that when you lay them, there are two pipes, one for water to drink and one for sewage. The water pipes have a blue radius indicator which shows you the area they cover in your city.

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Placing Water and Sewage Pipes On Nintendo Switch

All of the above info is for both PC and Switch. For placing water and sewage pipes on the Switch the controls are as follows:

Press A on the menu’s water icon, press A on a pipe and draw the pipe using the L stick. Finally, you can press the Y button to bring up more options, such as upgrading or laying straight pipes.

Water towers may be built anywhere on land. However, you must ensure there isn’t any ground pollution near the water tower, or your water supply will be contaminated, and citizens will become sick. In addition, the water Towers must be connected to your city by water pipes.

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Electricity

Electricity provides power to buildings by using different types of power plants. Unfortunately, some power plants produce pollution and noise pollution, neither of which the cims approve off. Wind turbines and hydropower plants generate electricity through wind and water currents, with which the power output relies on the speed of the currents.

Electricity is distributed in a couple of ways. First, buildings connected to electricity can distribute a small radius of electricity to other nearby buildings, which is beneficial in larger cities where power lines do not have to be used to connect electricity. Power lines are used mainly for distributing power over greater distances. I usually start with a few wind turbines if the map I’m playing on has enough wind to power them. I use the coal plant and later upgrade it to a more eco-friendly power source if it doesn’t.

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Garbage Disposal

As we folk in the UK call it, rubbish (garbage) is the waste produced by buildings around your city. Garbage needs to be disposed of and transported into a landfill or garbage incinerator. At the start of the game, you only have the choice of placing landfill sites or incinerators, either, or it works fine for the job.

Larger cities in Cities: Skylines tend to have higher amounts of garbage generation, requiring the need for several landfills and incinerators. Add landfills near a high-speed connection to your city and well out of the way of any residential or commercial buildings. As you place the landfill, it shows the pollution radius to try and have no residential in the radius when you zone. Cim’s, like humans, do not like to live beside a polluting and noisy landfill site or incinerator.

Demand Bars

Along the bottom of the UI in both the Switch and PC version of Cities: Skylines, you will notice green, blue and orange bars. They are the demand bars and indicate what your city needs are. The green is residential, the blue is commercial, and the orange is industry/jobs demand.

Keep an eye on the demand bar, as it will indicate when you should be zoning more residential, commercial or industrial areas in your city. For example, if the green bar is high, there is a need for residential housing in your city; keep building houses as the cims will move in.

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Zoning

Now you have some roads, power, water and sewage connected, it’s time to start zoning. Zoning allows you to decide where you want the Cims to live, work and shop in your city. Empty plots available for zoning are visible as white squares between local roads within the city. These blocks are then assigned different zone types, after which the separate buildings are constructed automatically on them.

Low-Density Residential: Residential zones provide suburban homes for your Cims. Low-density residential houses usually start with two adult Cims who create a family.

High-Density Residential: High-Density residential zones attract young Cims to your city to live in urban homes, usually taller buildings, such as apartment blocks.

Commercial: Commercial zones will have shops and other services selling the goods produced in the industrial zones.

Low-Density Commercial Buildings: These commercial buildings employ Cims with no education. The commercial buildings also buy goods from your industrial zones (or import them from outside connections) and sell them to your cims.

High-Density Commercial Buildings: High-density commercial are larger businesses that serve more customers, produce more noise pollution, and require higher educated workers.

Industrial: Industrial zones provide jobs for Cims and products for commercial buildings. In addition, they can be specialized to take advantage of natural resources. But, unfortunately, the buildings also produce a lot of ground pollution which Cim’s don’t like.

Office: Office zones provide pollution-free jobs for Cims of higher education levels, but they don’t produce any goods.

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Rules for Zoning

There are some rules to abide by, as you can’t slap down zones everywhere and anywhere. It would be best if you also don’t zone residential areas too quickly. Zoning too quickly is something I need to remind myself of often as there can be dire consequences for zoning in residential all at once.

When a Cim moves into their home, they are young adults, they have children, grow old, and die just like a real-life cycle. If you zone residential and move in at once, they will all die at once. Then you get what is known as a Death Wave occurring in your city. Dead bodies pile up in homes, offices, and commercial buildings and your city services such as cemeteries and crematoriums can’t cope with it all.

Don’t Build Industry Near Residential

It’s important to note that Industry and Residential housing don’t mix. Think about it…would you like to be living beside a tall chimney pumping out smoke? I wouldn’t, and the Cims are the same. If you place industry next to a residential zone, it’s not too long until the Cims get sick and die.

Use office zones and or commercial as pollution and noise pollution buffer between residential buildings. For example, never place residential next to High Dense Commercial and Industry. Otherwise, many tiny icons of complaints will appear over the buildings as your Cims complain about the noise and pollution. When the empty area is assigned a zone type, buildings gradually start to fill it. There are many buildings of various sizes, and they will have an in-game appearance based on the zone type they are built on.

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Zoning on the Nintendo Switch

Pull up the zoning menu to zone on the Nintendo Switch by pressing A on the Zone icon. There are three different tools for zoning. Fill, Marquee and Brush chose between them on the radial zoning menu by holding down Y and selecting with the L stick. Zone an area by pressing A and hold down the A button to adjust the marquee selection size or paint continually with the brush.

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Buildings Level Up

Eventually, the buildings in the zones you have placed will level up. You can help this by providing your Cims with parks, paths, leisure amenities, and city services such as hospitals. As the buildings level up, that in turn increases the Land Value. You can check your buildings’ levels by clicking on the building and reading the info panel it brings up. Or by using the info panel at the side of the screen. This opens the map in white, and any red buildings are those that are struggling with levelling, and green are the ones that are levelled up and thriving.

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Districts and Policies

Once you have progressed far enough in Cities: Skylines, Districts are available. Districts are collections of zoned buildings (commercial, residential, etc.) specialization for which you can set policies.

Districts can be used for several different purposes, from making an area residential only or setting up a nice tourist area in your city. The most important trait you can set is the “no heavy traffic” policy in a district. This can be extremely useful if you create a residential district that would be technically faster to go between your industrial and commercial sectors. However, you will want your lorries to use the longer arterial roads to connect to the better-equipped highway to handle heavy traffic eventually, and the cims won’t complain about the noise.

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You can enact many different policies in your city or each district. For example, you can use the Electricity and Water policies to lower electricity or water reduction in specialized industry districts, saving some credits.

I use the Parks and Recreation and Recycling policy as general city policies, but you can restrict those to certain districts if you are short on credits (money).

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Budget

The Budget panel opens up later in Cities: Skylines, giving you access to your city’s economy. For example, you can increase taxes your Cims pay, and adjust policies such as making a district.

I usually increase tax for all zone types in my city to 12 and keep it there; 12 seems to be the golden number for taxes. However, if you go higher than 12 for taxes, the Cim will complain their taxes are too high. Too high taxes can lead to Cims moving out of your city and abandoning their homes; you don’t want that to happen!

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When starting a city without unlimited money, lower the budgets for electricity and water increase them as needed. For instance, your first water pumps and power station or wind turbine will not be using 100% of its budget when you first place them, so lower the budget to save money increase as demand grows. Also, if you’re short on credit and can’t afford more power or water buildings, then just up the budget to get more out of whatever you already have.

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City Services

City services are services your Cims need to survive and have happy, fulfilled lives.

Healthcare: Healthcare keeps Cims healthy from illnesses or other natural causes, such as pollution. When Cims are sick, medical clinics and hospitals send out ambulances to diagnose and cure sick Cims. However, if a Cim is sick for too long, they may die from the illness. Eventually, the building can become abandoned if the dead are not transported to a cemetery or crematorium.

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Police Services: Police services are needed to maintain law and order in the city, just like in real-life cities. Police stations and headquarters will send out patrol cars, which patrol the city’s roads and reduce crime in the buildings they pass. Each car will work a shift before returning to base. The police cars will also race to emergency calls in specific buildings when they occur.

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Fire Services: The Fire service takes care of any fires that break out in your city. The lack of fire stations can increase the fire hazard of a city. When a building is completely burned out, the building must be demolished to make room for another building in its place.

Place service buildings in Cities: Skylines such as hospitals, child health facilities, elder care facilities, police and fire within the range of your residential suburbs. Although all service buildings have a radius of how far across the city their will service, you will need more than one of each service in large cities.

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Education

When the first Cims move into your fledgling city, they will be uneducated and fit for only the most menial jobs. Luckily a little investment in education for your city will produce a population of well-educated Cims.

Elementary schools teach young children basic education. Whereas, High schools teach teenagers the basis of industry and businesses. Colleges teach young adults and adults higher up to University education. The higher the level of education a Cim has leads to higher-level jobs such as offices and high-density businesses.

Education also lowers the production of garbage from buildings. In contrast, lower education increases the crime rate. Schools have a radius of how far their service reaches within a city; you will need more than one type of each school for large cities.

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Transportation

What format (console or PC) of Cities: Skylines you are playing the game on will also depend on what transportation you can use in your city. The base game only comes with buses, metro, trains, ships (not ferries) and aeroplanes.

With the release of Mass Transit, Green Cities and Airports DLC to the game on PC, the PC version has expanded the transport options you can use in your city. As well as all the transport options in the base game, the DLC’s added Cargo Airports, International Airport, Blimps, Intercity Bus Service, Cable Cars, Helicopter, Monorail, Ferries, Taxi, Tram and Trolleybus transport options.

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Cims can and will use multiple modes of transport to get to their destination. So a common travel route can be split across more than one public transit line, either of the same or different types. For example, a Cim might walk to a bus stop, take the bus to a train station, take the train to get closer to their job, then take a bus the rest of the way there.

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Making a Public Transport Line

The line drawing tool is used to place stops for buses as well as mark the stations where the metros and trains will stop. You can also place additional bus stops by clicking anywhere in the middle of
the line and dragging the line to the edge of the road.
A public transport line must form a circular route, so its endpoint connects to its starting point.

On the Switch, click on the transport icon. Place a bus station in your city, and to place a bus line use the create a new line tool, drag the line with the L stick and press the A button to place a stop.

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Use Different Modes of Transport

A useful side-effect of this is that train stations can be placed in less densely populated areas as long as some other mode of transport can get your Cims there. A well-designed public transport system will make such transitions easy for your Cims.

In the early game of Cities: Skylines, you can build bus stations near the central train station in key parts of your city. In my cities, I use buses to get the Cims to the city centre and their place of employment. Trams and trolleybuses need a special tram or trolley bus road to run on. Trams will also require a tram circuit, so you need to dedicate some extra space to it in your city.

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From A to B

My favourite form of transport for my Cims is the Metro. The Metro is built underground and is great for heavily populated areas. Unlike train tracks, they can be connected by underground tunnels and take up very little room on the surface. Metro also avoid intersections, so there will never be any traffic congestion, and the Metro will be extremely efficient in moving your cim from A to B. Of course, not all Cims will use public transportation, but the more Cims use it, the more efficient it is, the less traffic on the roads.

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Add Footpaths and Bike routes.

As your city grows, you can add public transportation to it as it is incredibly important for managing the traffic in your city. For example, if you have an efficient metro or bus line, fewer citizens will drive, which in turn removes some traffic from the roads.

The other things to use to reduce traffic on the roads are walking paths and bike paths. Cim’s will quite happily walk a long distance or travel far by bike, giving them the option by adding roads with bike paths, individual bike paths, and walking paths will enable them to choose.

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Info views

Info views are on the left-hand side of the screen of Cities: Skylines. When you click on each info view, there are 36, and an infobox will pop up. The infoboxes are how you can read all the information about your city services, the happiness of Cims and more. Use them often as your city can go downhill quickly if you don’t keep on top of things. When that happens, Cim’s are quick to move out, and buildings become abandoned.

Most important: Enjoy City building!

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