
Cities: Skylines — Achievement Walkthrough
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Awarded the moment you create and load your first city. Pick any map, name it, and place your first road off the highway connection.
Weather is simulated per map. Play on a map with a temperate or rainy climate and let time run at high speed until a rain shower rolls in. Nothing to build — just keep the game unpaused.
Another passive weather event. Run the game at high speed on a map with a suitable climate and wait for a foggy morning. Weather effects need to be enabled in the graphics options for the event to occur.
Delete every coal and oil power plant and cover 100% of demand with wind turbines, solar plants, hydro dams or other sources that do not burn raw materials. Build overcapacity first, then demolish the fossil plants — a blackout does not fail the achievement but does hurt the city.
City services unlock as your population crosses milestones. Keep growing until the final milestone unlocks the last service buildings. Nothing to do beyond steady growth — healthcare, deathcare, fire, police, education, garbage and the rest all arrive on the way.
Deliberately ruin a city: cut power and water, remove garbage and healthcare services, raise taxes to the maximum and let pollution build. Do this in a throwaway save rather than your main city. Watch the happiness readout in the info panel and stop once it dips to 15%.
Weekly income, not total cash. A large, well-balanced city with healthy tax rates and no overbuilt services will clear this naturally. If you are short, nudge tax rates up a few points and delete redundant service buildings before checking the economy panel.
Build elementary school, high school and university coverage, then follow a single uneducated citizen through the citizen info panel as they progress. Education level rises over time when schools have free capacity, so make sure none of your schools are at 100% usage.
Open the districts tool and paint three separate district areas anywhere on the map. They do not need to be large or contain anything — three painted districts is the whole requirement.
Blanket the city in police coverage well before you start counting, keep education high, and consider the crime-reducing district policies. Then let the game run at high speed for four in-game years without the crime rate spiking. Watch the crime info-view; a single service outage can reset your streak.
Open the Chirper panel and use the option to change its appearance. Purely cosmetic and instant.
Paint a district with the district tool, select it, open the policies panel and toggle any policy on. It must be a district policy, not a city-wide one, so make sure the district itself is selected first.
Quays are shoreline walls placed with the water structures tool. Place one segment along any coast or river. Quays unlock early, so this can be done in a young city.
Canals are placed with the same water-structures toolset as quays and carve a waterway across land. Draw one short canal anywhere; it does not need to connect to anything to count.
Map tiles are bought with cash as you hit milestones that raise your tile allowance. Save up and purchase tiles until you own nine total including your starting tile. In the base game the unlockable tile count is limited, so buy every tile the game offers you as milestones unlock them.
Cycle through all the info views on the left toolbar — electricity, water, garbage, health, fire, crime, education, happiness, traffic, pollution, noise, land value, natural resources, outside connections, levels, wind and so on. Click each one once.
Just build five Fire Stations. Cash is the only real constraint, and in a mid-sized city the upkeep is easily absorbed. They do not need to be spread out.
Click a road segment to open its info panel and use the rename option to give it a name. Any name works.
Bulldoze all generic industrial zoning. Replace your industry with office zones plus specialised districts (farming, forestry, ore, oil are the specialisations — note the achievement text allows specialised zones). The simplest safe route is to go all-office and let imports cover goods.
The Police Headquarters is the larger, later-unlocking police building, not the basic police station. Grow until it unlocks, then place five of them. Upkeep is heavy, so have a strong budget first.
Monuments unlock at the final population milestone. Grow the city until the last milestone is reached and the Monuments tab appears in the build menu. No individual monument needs to be built for this one.
Click any citizen or a building's resident list to open a person's info panel, then use the option that shows where they are travelling. Watching a single route once is enough.
Any mix of public transport lines counts — bus, metro, train, tram, monorail, ferry, blimp, cable car. Bus lines are by far the cheapest way to bulk this out; draw short loops if you only care about the count.
Use only clean power, no generic industry, and pump sewage into an Inland Water Treatment Plant or Eco-friendly variant rather than dumping it in a river. Avoid landfills entirely — use incinerators or recycling instead — since buried garbage poisons the ground. Check the ground-pollution and water-pollution info views for any remaining hotspots.
Build five landfill sites and let them fill up. To speed it along, turn garbage-processing budget down and avoid incinerators or recycling centres so all waste is buried. Do not empty the landfills — they must reach full capacity.
A genuine long-haul city. Plan highway capacity and public transport early, keep services and education ahead of demand, and expand across multiple tiles. High-density residential plus good land value is the main lever for packing in residents.
The Sauna is a unique building unlocked by meeting its requirement (a leisure or health-related condition tied to your city). Once available in the Unique Buildings tab, place it anywhere.
Build the Road Maintenance Depot and let its vehicles service your network. The counter tracks cumulative kilometres boosted, so a big road network plus time at high speed handles it. Add a second depot if progress feels slow.
Requires the Industries content. Draw an industry area, place the main building, then keep adding extraction, processing and warehouse buildings until the area's level bar fills to 5. Levelling comes from the number and variety of buildings plus production throughput.
Blanket coverage of elementary schools, high schools and universities with spare capacity everywhere, then let a generation cycle through. The Education Boost district policy helps. Population growth constantly adds uneducated newcomers, so it is easier to stabilise growth and let education catch up.
Requires the post office system. Build post offices and sorting facilities and let a decent-sized city run at high speed. This is a cumulative counter, so it is mostly a waiting game — more post buildings and more citizens both speed it up.
Open the Map Editor from the main menu, terraform or generate any terrain, place a highway connection and save it as a map. It does not need to be playable-quality.
One of the level-unlocked monuments. You need the final milestone reached, the specific unlock condition for the Space Elevator met, and a very large cash reserve. Build it once it appears in the Monuments tab.
Build Inland Water Treatment Plants specifically — ordinary drain pipes do not count toward this. Route all sewage through them and run a big city at high speed. Purely cumulative, so more plants plus more time is the answer.
Open the Asset Editor from the main menu, pick any template (a building, prop or vehicle), make a change and save it. Quality is irrelevant — saving a custom asset is the trigger.
Trams need the Snowfall content. Build tram tracks or upgrade a road to a tram road, place a tram depot, then draw a single tram line between two stops.
Needs the Natural Disasters content. Either wait for a random earthquake with disasters enabled at a reasonable probability, or place an Earthquake disaster directly using the disaster tool in the editor or the in-game disaster panel to force one.
Needs Natural Disasters. Same approach as the other disaster achievements — raise disaster probability in the settings and wait, or trigger a tornado manually with the disaster tool.
Needs Natural Disasters. Trigger a meteor with the disaster tool or wait for a random one. Meteors are among the most destructive, so consider testing on a throwaway save.
Needs Natural Disasters. Sinkholes can be triggered directly with the disaster tool, or occur randomly when disasters are enabled.
A weather event rather than a true disaster. Play on a map with a climate that produces storms and run at high speed until lightning appears. With Natural Disasters installed you can also force a thunderstorm from the disaster tool.
Snowfall content, or a winter map. On a winter map snow is constant; on a temperate map it can fall seasonally. Load a winter map and the achievement should fire almost immediately.
In the Chirper options, select the winter appearance. Instant and cosmetic — the winter skin is part of the Snowfall content.
Green Cities content. Place one Community School, one Institute of Creative Arts and one Modern Technology Institute in the same city. These are the eco alternatives to the standard elementary, high school and university buildings.
The full completionist unlock. That means every milestone reached, every unique building's condition met, every monument's requirement satisfied, plus the level-gated buildings from whatever content you own. Expect this to be the last achievement you earn — work through the unique building requirement list one at a time.
Needs Natural Disasters and a coastal map. Trigger a tsunami with the disaster tool or wait for a random one. Build well inland first, or use a throwaway save — tsunamis flatten waterfronts.
Parklife content. Draw a park area with the Park Tool, place the main gate, then fill it with paths, benches, attractions and decorations until its level bar reaches maximum. Visitor numbers and building count both feed the level, so put it somewhere citizens will actually walk to.
A monument with a specific unlock condition tied to your city's development, plus a large cash cost. Reach the final milestone, satisfy its requirement, then build it from the Monuments tab.
Another late-game monument. Meet its unlock condition and pay the cost. Once built it provides enormous clean power, which also pairs nicely with the Green Energy achievement.
A monument that eliminates pollution city-wide. Reach the final milestone, satisfy its unlock requirement and buy it.
Everything green: full service coverage with spare capacity, low taxes, no pollution or noise near homes, short commutes and high land value. Get happiness comfortably above 95% first, then let the game run — a service failure mid-streak resets the clock.
After Dark content. Draw a district over commercial zoning near the waterfront or downtown, apply the Leisure specialisation policy, and keep painting commercial zone inside it until the district's leisure commercial area reaches 1000 squares. The district info panel shows the area count.
After Dark content. Same as the leisure version but with the Beach specialisation, which requires the district to sit on a coastline. Zone a long stretch of commercial along the beach and apply the policy.
A monument gated behind the final milestone and its own unlock condition. Build it from the Monuments tab once available.
Needs Natural Disasters and trees. Trigger a forest fire with the disaster tool over a wooded area, or wait for one during a dry period. Keep fire watch towers away from the target area if you want it to actually spread.
Literally spam-click one police station or headquarters 100 times without clicking anything else in between. Silly but instant.
Needs Natural Disasters. Use the disaster tool to fire ten separate disasters at the same save — they can be the same type repeated. Rebuild or ignore the damage; only the count matters. This pairs perfectly with the individual disaster achievements.
Mass Transit content. Build monorail track and depots, then draw three separate monorail lines. Short loops are fine if you are only after the count.
Airports content. Draw an airport area, place the main terminal, then add at least one runway and one aircraft stand connected to the terminal. The area panel will confirm when all three pieces are in place.
Green Cities content. Cover all of your office zoning with districts that have the IT Cluster policy applied — there must be no unspecialised office anywhere in the city. Easiest in a city where you deliberately keep office zoning small and contained.
Industries content. Warehouses are placed inside or near industry areas and store raw or processed goods. Place ten of any warehouse type; they do not need to be full or connected to production.
Mass Transit content. Build a cable car line across a valley or between two dense districts so it gets real ridership, then let the game run. Placing stations where people actually want to travel matters far more than adding extra lines.
The bigger version of City in Motion. Bus lines are the cheapest filler. Keep an eye on your budget — fifty lines of rolling stock costs real money in upkeep.
Airports content. Expand the airport area boundary until the area readout hits 25,000 cells. You need a large flat region and a lot of cash, so pick a map with open terrain and terraform if necessary.
Open the taxation panel, set industrial tax at least five percentage points higher than your low-density or high-density residential rate, then leave it alone for a full in-game year. Expect industry to complain and some buildings to abandon — that is fine.
Airports content. Build a working airport area with a terminal, runway and stands, connect it well to public transport and roads, then let a decent-sized city run. Cumulative, so it is mostly patience.
The bigger Clark Cable. Same approach: put cable car stations on genuinely useful routes, add more lines, and let the city run at high speed.
Select any road, open the rename option and type Steve exactly. A joke achievement — spelling matters.
The mirror of Power to the People. Set low-density AND high-density residential tax at least five points above the industrial rate and hold it for an in-game year. Residents will be unhappy; ride it out.
Green Cities content. Every square of residential zoning in the city must sit in a district with the Self-Sufficient Buildings policy. Keep the city small and tightly zoned to make full coverage practical.
Sunset Harbor content. Build fishing harbours on water with fish resources, plus fish farms, and route their output to a fish processing building. Cumulative, so add harbours and let it run.
Mass Transit content. Place ferry depots and stops on the water and draw three separate ferry routes. Coastal or river maps only.
Green Cities content. Every commercial square in the city must be inside a district running the Organic and Local Produce policy. As with the other all-city specialisation achievements, a compact city is much easier.
Parklife content. Draw an Amusement Park area and place every building from that category inside it — rides, stalls, the lot. Check the Parklife build menu category and tick each entry off one by one.
Airports content. Airport level rises with the number and variety of buildings plus passenger throughput. Add extra terminals, stands, runways, cargo and support buildings, then feed it passengers with good transit connections.
Mass Transit content. There are small and large road toll booths for both one-way and two-way roads. Place one of each variant somewhere on your network — they can all sit on the same stretch of road.
Campus content. Dormitories are placed inside campus areas. Draw one or more campuses and fill them with ten dormitory buildings; they do not all need to be in the same campus.
Campus content. Reputation climbs with student numbers, academic works produced, varsity sports results and campus attractiveness. Build a large campus with plenty of faculties, keep tuition reasonable, add sports and let it run for several in-game years.
Pure time. Leave a stable city running at maximum speed — one that will not collapse unattended — and let 1001 days pass. Turn off disasters first so nothing wipes the city while you are away.
Snowfall content, winter map. Build Snow Dumps and Road Maintenance depots with snowplows and let the winter run. Cumulative — more depots covering more road kilometres means faster progress.
Sunset Harbor content. Fish farms produce continuously regardless of natural fish resources, so build several of them alongside your harbours and let the game run at high speed.
Draw more than ten districts and give each one a policy no other district has. There are plenty of district policies once you own several content packs — assign a different one to each district and check the policy panel to make sure none repeat.
Snowfall content. Build a tram network and draw ten separate lines. Short overlapping loops on the same track are fine if you are just chasing the count — you need one depot with enough vehicles to service them.
Mass Transit content. Place blimp depots and stops, then draw three routes. Blimps do not need track, just stops, so this is quick once the depot is paid for.
Parklife content. Build a Park Maintenance Service building and have a Zoo, a Nature Reserve and an Amusement Park area in the same city. Each park area type needs its main gate placed to count.
Industries content. Unique Factories each require a specific combination of processed goods to be available, so you need farming, forestry, ore and oil industry areas all running and producing before you can place them all. Work through the list and build the supply chain each factory demands.
Campus content. Place every varsity sports arena type inside a single campus area in a single city. They are large buildings, so plan the campus footprint generously before you start.
Sunset Harbor content. Trolleybuses need overhead-wire roads. Build trolleybus lines on high-demand corridors in a dense city and let them run — cumulative ridership is the only requirement.
Financial Districts content. This is per-week, not cumulative. You need a large, wealthy commercial and financial sector generating enough cash for the vans to collect, plus enough bank buildings to service it. Build up the financial district first, then watch the weekly readout.
The opposite of Safe City. Delete or defund all police coverage, keep education low and let crime climb past 40%, then hold it there for two in-game years. Buildings will abandon — use a throwaway save.
Snowfall content. Open the Map Editor, choose the winter theme, build any terrain with a highway connection and save it. Same effort as Terraformer, just with the winter theme selected.
Parklife content. Draw a Zoo park area and place every building from the zoo category inside it — all the animal enclosures plus the supporting buildings. Work down the zoo tab in the build menu.
Sunset Harbor content. Build passenger helicopter depots and stops, then run lines between places people actually travel between — airports, downtown, islands. Cumulative ridership.
Airports content. The Aviation Club is an airport-area building that attracts tourists. Build it in a well-developed airport with strong tourist traffic, then watch the weekly visitor count. Boosting overall city attractiveness and airport level both help.
Hotels & Retreats content. Build several hotels in attractive, well-connected locations, keep prices reasonable and make sure tourists can actually reach them by road and transit. The weekly guest total is shown in the hotel and tourism panels.
Prisons are a late police-service building. Build fifteen of them — upkeep is significant, so make sure the budget can absorb it. They do not need prisoners.
Mass Transit content. Extend the monorail network enough to support ten distinct lines. As with the other line-count achievements, the lines can overlap heavily on shared track.
Parklife content. Draw ten separate park areas with the Park Tool and place a main gate on each. They can be tiny — the count is what matters, not the size or level.
Sunset Harbor content. Walking tours are drawn like transit lines but along pedestrian paths and pavements. Create five separate walking tour routes; a compact tourist district makes this easy.
Sunset Harbor content. Offshore oil rigs are placed on water over oil resources. Find a map with offshore oil and place five of them.
Airports content. Open the airport area panel and drag the ticket price slider all the way to maximum. Instant — just remember to slide it back if you care about passenger numbers.
Mass Transit content. Build a Ferry and Bus Exchange Stop, a Metro-Monorail-Train Hub, a Monorail-Bus Hub and a Multiplatform Train Station in the same city. Each needs the matching network present, so you will need ferry, metro, monorail and rail infrastructure.
Grind. Click road segments one at a time and rename each one. Any names work, so short single letters make it faster. A large grid city gives you plenty of separate segments to work through.
Parklife content. Draw a Nature Reserve area and place every building from that category inside it — campsites, lookout points, trails and the rest.
Natural Disasters content. The disaster panel includes an unusual, non-standard disaster type alongside the conventional ones. Trigger it with the disaster tool — the exact trigger is not spelled out by Steam, so if it does not fire, check a community guide.
Mass Transit content. Extend the ferry network with enough depots and stops to support fifteen routes. Coastal maps with lots of water make this straightforward.
Mass Transit content. Add more blimp depots and stops until you can draw ten routes. Blimps are stop-based so no track building is needed.
Mass Transit content ships with three scenarios, each with its own objectives. Play them from the scenario menu and complete every goal in each. They are transit-focused, so expect to build heavy public transport under budget pressure.
Industries content. Draw ten separate industry areas and place a main building in each. They can be small — the achievement counts areas, not output.
Campus content. Academic works are produced over time by campus faculties. Build large campuses with many faculty buildings and plenty of students, then let the game run. The campus panel tracks works produced.
Campus content. Grow a single campus past 5,000 students, then raise tuition until the tuition income covers the campus upkeep completely. Higher tuition lowers student attractiveness, so grow the student body first and raise fees second.
Financial Districts content. Use the stock investment system, put large sums into investments and hold them through profitable cycles. Cumulative earnings, so reinvest profits and keep cycling. Higher-risk investments pay more but can lose money.
Open the Scenario Editor and save ten scenarios. They can be minimal — pick a map, set a trivial objective and save. Repeat ten times with different names.
Play scenarios from the scenario menu and complete their objectives ten times. Your own trivially-easy custom scenarios from the Creator achievement are the fastest route — set a goal you can complete in minutes and win it repeatedly.
The mirror of We Have A Winner. Make a scenario with an impossible objective and a short time limit, then fail it ten times. Much faster than winning ten.
Sightseeing bus lines are drawn like normal bus routes but from the tourism bus depot. Create fifteen of them — short loops around your tourist areas are fine.
Campus content. This is a simultaneous count, not cumulative. Build several large campuses with many faculties and dormitories, keep tuition low so attractiveness stays high, and grow the city big enough to supply the students.
Campus content. Build a Trade School, a Liberal Arts College and a University campus area, and place every campus building and every faculty available to each of them. This is a long checklist and a lot of money — work through one campus type at a time.
Plazas & Promenades and related content. Build one Underground Metro-Intercity Bus Hub, one Bus-Intercity Bus Hub, one Train-Metro Hub, one Metropolitan Airport and one Bus-Metro Hub in the same city. Each needs its underlying networks present first.
Financial Districts content. Build cash to at least 1,000,000, put all available cash into investments, then do not sell anything for a full in-game month. Make sure your city runs a surplus first so you are not forced to liquidate to pay upkeep.
Financial Districts plus water. Build a bank building somewhere low-lying near water, then flood it — a tsunami, a burst dam, heavy rain flooding, or manually raising the water level in a river with the terrain tools all work.
Hotels & Retreats content. Select a hotel, open its panel and organise an event. Repeat three times — events cost money and take time to run, so a profitable hotel makes this easier.
Hotels & Retreats content. Build a five-star hotel with at least 100 rooms, then drive tourism hard — high city attractiveness, unique buildings, good transit from the airport and train station, and a price the tourists will actually pay. The guest counter needs to hit maximum occupancy.
Plazas & Promenades content. Draw three separate pedestrian areas and zone each one so it is dominated by a single use — one residential, one commercial, one office or workplace. The pedestrian area panel shows each area's focus.
Financial Districts content. Take out a loan from the loans panel, then immediately put money into an investment. The game tracks that the investment followed the loan, so do them in that order in the same session.
Build five garbage service points and then let waste pile up — cut the garbage budget, remove incinerators and let collection fall behind until each of the five hits its capacity limit. Check the garbage info view to confirm.
Plazas & Promenades content. Draw a pedestrian area and place ten ice cream stand plazas inside that single area. They need to all be within the same area boundary, so make it generously sized first.
Steam does not publish a description for this one, so the exact trigger is not verifiable from the schema. Based on the name it relates to a racing or motorsport feature, but we have not confirmed it — check a community guide before chasing it.
Steam hides this achievement's description, so we cannot state the requirement accurately. The name suggests a racing circuit objective, but the exact condition is unverified — see a community guide.
No description is published for this achievement, so the trigger is unverified. Do not take the name at face value — check a community guide for the confirmed requirement.
Steam does not expose a description for this one. The name hints at a metro-related objective but the exact condition is unverified — see a community guide.
Hidden achievement with no published description. Likely pedestrian-traffic related given the name, but the trigger is unverified — check a community guide.
Steam hides the description, so the requirement cannot be confirmed from the schema. Check a community guide rather than guessing from the name.
No published description. The joke name gives no reliable clue to the actual condition — see a community guide for the verified trigger.
Hidden achievement with no Steam description. The requirement is unverified — check a community guide before attempting it.











