
Cities: Skylines II — Achievement Walkthrough
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The tutorial achievement. Zone residential, commercial and industrial areas, then connect water and electricity so the buildings actually operate. Once all three zone types are populated and utilities are running, this unlocks — usually within your first session.
Cities: Skylines II has residential, commercial, industrial and office zones. Paint at least one block of each and let buildings grow on them. Office zones unlock a little later than the others, so keep progressing through milestones until office zoning is available, then place some.
City services (police, fire, healthcare, education, etc.) unlock as you reach development milestones. Keep your population and city growing to progress through the milestone track until every service category is unlocked in a single city.
Grow past 1000 citizens while keeping average happiness at or above 75%. Happiness comes from meeting needs: low taxes, good services, low pollution, and access to parks, shops and healthcare. Watch the happiness readout and address any red need icons before pushing population higher.
Map tiles are purchased with milestone points and money as your city expands. Keep buying adjacent tiles until you have unlocked 50 in a single city. You do not need to build on them all, just own them.
Signature buildings are special landmark buildings unlocked by meeting specific requirements (population, service coverage, etc.). As those conditions are met they appear in the build menu. Place 5 of them in one city.
A weather/disaster event. Build near forested tiles and a forest fire can break out on its own; leaving fire coverage thin makes it more likely. This triggers when a forest fire occurs in your city.
A random natural disaster. Tornadoes can occur depending on your map and weather. Keep playing a city over time and one will eventually spawn, unlocking this. Disaster frequency settings can make it more likely.
Use the landscaping tool to place trees and bushes. Plant 100 of them across a single city. The brush lets you place many at once, so this goes quickly.
From the Parks & Recreation service menu, place 10 park or recreation buildings in one city. Small parks count, so you can spread inexpensive ones through your neighbourhoods.
Create a district with the district-painting tool, then open that district and assign it a policy. Any single district policy assignment unlocks this.
Create a district, then within that district assign a city service to it. This is separate from a policy; look for the service assignment option in the district panel.
A weather event. Hailstorms occur naturally in certain climates and weather conditions. Keep a city running and one will eventually happen.
Take out loans from the economy/loans panel until your total outstanding loan reaches 200,000 in a single city. You do not have to spend it wisely for the achievement, but only borrow what your budget can service.
Start a city on a map with a climate that has a snowy winter, then play through a full in-game year so you cycle through spring, summer, autumn and winter. The description specifies a climate with snowy winter, so pick a northern/cold map.
A cumulative counter. Provide medical clinics and hospitals and keep them staffed and accessible so sick citizens get treated. Over time the total treated in a single city reaches 6,000.
Follow on from Making a Mark. Signature buildings unlock as you meet their individual conditions across services and growth. Place 10 in a single city, which requires a fairly developed city to unlock enough of them.
Build universities and keep them accessible so citizens can reach the highest education level. Over time raise the share of well-educated (university-level) citizens to at least 15% of your population. A steady economy and enough university capacity are key.
Supply your city's power using only renewable sources (wind, solar, hydro, etc.) and scale that clean generation up to 500 MW. Do not run any fossil-fuel plants that count against the zero-emission requirement.
Airports unlock at a development milestone. Once available in the transportation menu, place any airport in your city.
A larger version of The Explorer. Keep buying map tiles as your city grows and its budget allows until you own 150 tiles in a single city.
Grow a single city to 100,000 residents. This needs sustained zoning, transport, services and jobs. Balance demand for residential, commercial, industrial and office zones and keep happiness up so people keep moving in.
Reach a city attractiveness rating of 90 while having at least 1000 citizens. Attractiveness rises with parks, landmarks, low pollution, good services and signature buildings. Focus on beautification and clean industry.
Using public transport tools (bus, tram, train, subway, and cargo lines all count), create and run 20 active lines in one city. They can be any mix of passenger and cargo.
A cumulative counter. Every building you demolish with the bulldoze tool adds up. Redeveloping and clearing abandoned buildings over the life of a city reaches 1000 without much extra effort.
Go through each individual info view (the coloured overlay panels for things like electricity, water, pollution, happiness, traffic, etc.) and open each one at least once.
A cumulative tourism counter. Boost tourism with attractions, hotels, good transport connections and high city attractiveness, and let visits accumulate to 6,000 in a single city.
Open photo mode and take a screenshot. This unlocks immediately the first time you use it.
From the city-wide policies panel, enable 5 policies simultaneously. These are the citywide policies, distinct from district policies.
Unlock all buildings available in the base game. Buildings unlock through milestones and by meeting service/growth conditions, so this requires a well-developed city that reaches the top of the progression tracks.
Milestones advance as your city grows in population and development. Milestone 20 is the final one, so reaching it requires a large, mature city.
A bigger version of Go Anywhere. Build and run 50 active transport lines in one city, any mix of passenger and cargo. A large city with dense transit is needed.
Create 10 separate districts and give each one its own distinct set of policies so no two share the same configuration. Paint the districts, then assign different policies to each.
Place offshore oil platforms on suitable water tiles with oil resources and let them extract oil until you have gathered 2,000 tons in a single city.
Unique service buildings are the special one-per-city upgraded versions of services. Meet the conditions to unlock each and build them all in a single city.
Build fishing boats (fishing harbours) or fish farms on suitable water and let them harvest until you have gathered 10,000 tons of fish in one city.
Build cargo ports/harbours and route resource shipments through them. The tonnage transferred through ports accumulates to 24,000 over time.
Open the map editor and create and save a map. Using the editor to produce a map of your own unlocks this.
Use the quay tool along water to build a total of 5 kilometres of quays in one city. Line a river or coastline to reach the length quickly.
The opposite of All Smiles. Have at least 1000 citizens while average happiness drops to 25% or lower. Neglecting services, hiking taxes and letting pollution build will tank happiness. Easiest done deliberately on a test city.
Place 5 draw bridges or lift bridges in one city. These are the movable bridge types over water; build the required number using the road/bridge tools where the terrain allows.
Open the editor and create and save an asset of a type other than a map (for example a building or prop asset). Saving any non-map asset unlocks this.
Use the pier tool to build a total of 2 kilometres of piers in one city over water.
Select an individual citizen and follow their lifepath tracking from childhood through to old age. You can select a young citizen and periodically check back in as the simulation ages them; when you have followed one from childhood to old age, this unlocks.











