recursal/Fanatic-Fandom huggingface dataset:
Solar power plant

The **solar power plant** is a power-generating structure capable of generating 160 megawatts during the day and 112 megawatts during the night. It is unlocked by meeting the Grand City milestone.

## Description

The solar power plant produces electricity with its large solar panels and stores power in batteries built underground. During the night the solar power plant distributes stored electricity from the batteries, so it contributes to electricity production even during the night.

(Old) Harness the power of the sun and convert it to clean energy. Solar power plant is a green choice but costs a lot. During the night solar power does not produce electricity.

## Trivia

* The model is based of concentrated solar power plants with solar towers. Which use mirrors and a tank of (typically) molten salt to catch and store heat energy. The description however, describes a completely different type of solar power plant.
* After the "After dark" DLC, the solar power plant used to not provide any power at all during the night time.
Patch 1.3.2-f1

Hi all!

We have another bunch of fixes landing shortly, please see below for the run-down!

## Patch 1.3.2-f1

* Fixed: Shadows not displaying when dynamic weather is enabled on Mac and Linux.
* Fixed: The light reflection on roads and cliffs, caused by rain during daytime, are too shiny.
* Fixed: Pedestrians get stuck between park or unique building and gravel road.
* Fixed: Pedestrians get stuck between pavement path and road with bike lanes.
* Fixed: Raised train tracks in asset editor not editable after reloading it in editor.
* Fixed: 'Distance too short!' warning when building short road curves.
* Fixed: Cyclists get annihilated when changing from bicycle path to bicycle lane.
* Fixed: Selecting trailers for trams doesn't work in Asset Editor.
* Fixed: Highway slope props overlap with tunnel walls.
* Fixed: Long bikepaths are partially missing lampposts.
* Fixed: Levelcrossing with highway has gravel instead of pavement.
* Fixed: Trees now look much healthier again!
* Improved: Texture compression time for certain textures in editors

## References

1. ↑ "Patch 1.3.2-f1 - 14:30 CET/13:30 UTC". *Paradox Interactive*. 2 March 2016.

 *Sunset Harbor* | 1.13 • 1.13.1

Minecraft Roads 1.14
Pearls from the East

Template:Version
Template:DLC
**Pearls From the East** is a free DLC for Cities: Skylines, and it was released on 22 March 2017. It was announced on 10 March 2017, the second anniversary for Cities: Skylines, as a gift to players.

## Official Description

"Pearls from the East will bring a splash of style to your city, inspired by West Taiwanese architecture and design! Give your residents some new attractions (and pandas!) to visit with three original buildings, each ready to become a unique part of your skyline."

## Features

### Unique Buildings

The free DLC consisted of three Unique Buildings:

Panda sanctuary.pngPanda SanctuaryOriental pearl tower.pngOriental Pearl TowerTemple complex.pngTemple Complex
### Bamboo Trees

In the Landscaping menu, two tree options were added. A single bamboo tree, or a cluster of six bamboo trees together. The cost is the same for either one.

File:Bamboo trees.pngTemplate:Clear

### Props

A number of props were added, and are available in the Asset Editor.

## Official Screenshots

Pearls from the east official screenshot 1.jpgPearls from the east official screenshot 2.jpgPearls from the east official screenshot 3.jpgPearls from the east official screenshot 4.jpgPearls from the east official screenshot 5.jpgPearls from the east official screenshot 6.jpg
## References

1. ↑ Cities: Skylines Celebrates Two Years of Growth

Template:Expansion navbox
Boiler Station

**Boiler Station** is a Heating Facility that transfers heat to buildings through the use of Heating Pipes. It is unlocked by meeting the Boom Town milestone.

## Description

Produce heat for your citizens with a good old fashioned boiler station. Make sure your building is connected to upgraded water pipes so it can distribute heating to buildings. The boiler station uses oil to produce heat.

## See also

* Water pipe with heating pipes
* Geothermal heating plant
* Oil Power Plant
Wind turbine

The **wind turbine** is a power-generating structure capable of generating between zero to eight megawatts. It is available during the start of the game, after building the first road.

## Description

Cheap and clean energy from the wind. The amount of power produced depends on how strong the wind is on the spot where the turbine is built. No road connection required and it produces 75 noise pollution.
Tourism

Tourism is the action of cims coming and spending money in your city, without needing a place to live (i.e. a residential zone area). As well as spending money in your city however, they will also use your roads, public transport and services.

The main difference between tourists and permanent residents of your city are that:

* No tax is paid directly into your city's treasury
* Tourists do not need a home or a place to work while they are in your city.
* Tourists are most likely to use areas marked with commercial specialisations tourism or leisure
* Tourists are attracted to unique buildings,parks,and monuments.

Tourists can come from any city which has an intercity connection. They can come via road, train, plane or boat. Tourists will always be there for a reason, be it to shop in the commercial areas or see a site of specific interest.

One must ensure that an area that is expected to be especially touristy has good public transportation connections, especially to train station, airports, tourist traps and commercial zones because if not road congestion will build up very quickly and the extra influx of cars can quickly have a *negative* affect on your economy.
Incineration plant

The **incineration plant** is a garbage disposal service building in addition to providing electricity by converting garbage waste into electricity. It is unlocked by meeting the Big Town milestone.

## Description

Instead of just collecting garbage, why not burn it and turn it into electricity through the power of steam turbines? The incineration plant burns garbage to create electricity for the city.

## Performance

The incineration plant sends out 27 garbage trucks and collects and converts the waste into electricity of 12 megawatts. When a landfill site reaches its maximum capacity, the landfill site transports the garbage to an incineration plant, if one is present in the city.

The incineration plant produces pollution and noise pollution within a small radius.

## References

1. ↑ *Cities: Skylines*. *Paradox Interactive*. In-game information.

## See also

* Garbage
* Electricity
* Landfill site
Taxi stand

The **taxi stand** is a public transport stand that stations taxi cabs awaiting for passenger calls. It is unlocked by meeting the Boom Town milestone. To build it, a taxi depot must be built first.

## Description

When a taxi cab is not busy it will return to the closest taxi stand to wait for a fare - unless a taxi depot is closer by.
Prison

The **prison** is a crime-based service that detains criminals. It is unlocked by meeting the Big Town milestone, it is not in the base game, to have it you need to buy the After Dark DLC.

## Description

The prison is a correctional facility to transform criminals into law-abiding citizens. Police stations have jails to hold criminals for a short time, but a prison is needed to rehabilitate them.

## See also

* Police station
* Police headquarters
Park and plaza

**Parks and plazas** provide happiness and increase land value when placing recreational structures. Both citizens and tourists visit parks. Prior to patch 1.4.0-f3, the parks and plazas category was formerly known as *decorations*, which included parks, plazas, trees, and pathways. As of the patch, landscaping has taken hold of the tree, rock, and pathway tools.

## Buildings

### Parks

The basketball court, botanical garden, dog park, bouncy castle park, and carousel park were only provided to players who had purchased the pre-order version of *Cities: Skylines*. Since the official release, these five buildings are no longer available and cannot be obtained in any other means outside of the pre-order version or modding.

### Plazas

Plaza with trees

Plaza with picnic tables

Paradox plaza

The Paradox plaza is obtained through a special process that requires the player to register a Paradox account on the official Paradox Interactive website. Once created, the player can link up his or her *Cities: Skylines* game with their Paradox Interactive account.
Parklife

***Parklife*** is the sixth expansion pack to *Cities: Skylines*. *Parklife* was released for Windows, OS X, and Linux on May 24, 2018.

## Features

* **Parks and Recreation**: Use the new park area tool to create park districts wherever there is empty land, and new city services like Park Maintenance, which boosts happiness and effectiveness and helps level up parks.
* **Brick by Brick**: Customize your city with new buildings and assets, including a new sightseeing bus line, new service buildings, new unique buildings like amusement parks, nature reserves, city parks and zoos, and a regal new monument, the Castle of Lord Chirpwick.
* **Freeway Free for All**: For the first time in Cities: Skylines, you can place buildings next to paths in the park districts (not just next to roads). Props can be placed anywhere inside park areas.
* **Recesses Between Buildings**: Transform those empty spaces between your buildings into vibrant parks and gardens.
* **It's a Walk in the Park**: Customize routes and set ticket prices for new walking and sightseeing tours, among other tourism enhancements.
* **Policies, Please**: Take on three new city policies and eight new park policies to deal with recreational hazards like Animal Ethics and Fireworks.
Eden Project

The **Eden Project** is a monument constructed by building all the required unique buildings that meet the criteria for the Eden Project. Monuments are unlocked in the Megalopolis milestone.

## Description

The Eden Project is a huge glass house, perfect for vast gardens full of exotic fruits and plants. It greatly increases the city profile and removes pollution from land, air, and water, making land in the city area more valuable.

## Performance

Once all unique buildings are built and the city has reached the final milestone, the Eden Project can be built. Once built, the Eden Project will slowly purify the land, air, and water from pollution. Buildings will stop polluting, however, existing pollution created from buildings prior to the Eden Project will linger. Existing pollution will slowly dissipate as time goes on.

The Eden Project will raise land value of entire city that all buildings will be upgraded to their maximum level under the presence of the Eden Project.

New buildings built after the Eden Project will not produce any pollution, unless the Eden Project is removed.

Despite purifying the environment from pollution, the Eden Project does not reduce noise pollution, as noise pollution is not a harmful substance created by buildings, rather it is sound waves produced by vehicles and buildings.

## Unique building criteria

Statue of Industry

Friendly Neighborhood Park

Official Park

Business Park

Servicing Services Offices

Cathedral of Plentitude

## Trivia

The design of the Eden Project is visibly inspired by concept architect Vincent Callebaut's "Lilypad" project.

## See also

* Monument
* Pollution
Forest Industry (Industries DLC)

The Forestry Building are a new series of industrial buildings added from the Industries DLC add-on. A forestry specialization zone needs to be placed in areas rich with trees (Green areas)

## Buildings

There are several buildings that can be placed as a substitute for regular forest industry.

* Forestry Main Building: Needed to allow placement of forestry buildings.
* Forestry Workers' Barracks: Increases efficiency of the workers by 5% per building added. Max. 100%
* Forestry Maintenance Building: Increases the production rate and reduce waste as well as increase storage capacity of a buildings products by 5%. Max Capacity: Infinite.
* Tree Plantation: Coming in three different sizes with the only difference being production rates.
* Tree Sapling Greenhouse: Coming in two different sizes, Substitute to tree plantations with only a shorter production rate.
* Sawmill: Produces planed timber
* Biomass Pellet Plant: Produces paper.
* Engineered Wood Plant: A more productive version of the Sawmill.
* Pulp Mill: A more productive version of the Biomass Pellet Plant.
* Log Yards: Coming in both small and large, used to store extra lumber for future use. Small:300000 units. Large: 600000 units.

If anyone knows how to make a category box for this please do so.
Achievement

An **achievement** is a milestone for meeting certain criteria. Currently, *Cities: Skylines* has 48 achievements to unlock.

When mods are turned on, achievements are disabled to prevent players from obtaining achievements through cheating. Achievements are also disabled after a bailout from bankruptcy.

## After Dark

 Prison Break | Have 15 Prisons in the city

## Snowfall

 The Plowmaster | Have snowplows collect 2,000,000 units of snow

## Green Cities

 Super Self-Sufficient | Have all residential zone in your city be specialized Self-Sufficient Housing

## Parklife

 Z00 | Have a park with all zoo buildings built in it

## Industries

 Serial Investor | Build 10 Industry Areas
Forest Industry (Specialized)

The Forest Industry is a special option for industrial buildings that are exclusive for tree harvesting.

## Overview

Providing by far the best in profit and no pollution, Forest Industry is the only industry that never produces pollution. Like all indutries it requires very educated workers. It is the only resource that never decreases when looking at the natural resource tab, due to it being renewable. The only downside to it is that it will increase tax income on indutries and increase electricity consumption slightly. Instead of regular industry buildings, the Forest Industry buildings are mainly lumber mils and tree plantations.

## Benefits

* No Pollution

* Infinite product

* Excellent profit
Heating

**Heating** is a mechanic introduced in *Cities: Skylines Snowfall*. During colder weather, citizens will require the need for heat through the use of electricity or heating plants. Boiler Stations and geothermal heating plants can provide heat to buildings in need. Heat is transported through the use of the water pipe with heating pipes.

Using the *Only Electricity for heating* and *Ban Electricity for heating* policies, you can select whether you want citizens to use Electricity or heating to heat their homes.

## Buildings

Water pipe with heating pipes

Boiler station

Geothermal heating plant

## References

1. ↑ *Cities: Skylines*. *Paradox Interactive*. In-game information.
Day-And-Night Cycle

## Overview

The **Day-And-Night Cycle** is the central focus of the *After Dark* expansion pack. It is the periodic change of the time of day. When you start a city, you will automatically start in the day and then progress to night. A full cycle is about 113 in-game days, which is roughly equivalent to 9 minutes and 35 seconds at 3x speed.

You are able to turn this off in the option menu. Doing so will not affect achievements whatsoever.
Land value

**Land value** contributes to the local happiness of a city. The greater the land value, the greater the happiness. Land value can be increased in a number of ways: placing city services, decorations, and lacking negative effects, such as pollution. Land value will also determine the happiness of the people in your city, and will allow for building to upgraded at a much faster pace.
Intersection Management

Intersection Management is a way to better control traffic in your city. It allows you to,

* Toggle Stop Lights
* Place Stop SIgns
* Remove Stop Signs
* Control the flow of traffic

## Stop Lights

Stop Lights direct traffic in an orderly fashion, but can also cause congestion if placed at the wrong spots or too closely together. If you notice any problems in traffic flow, try looking at the placement of your stop lights to see if they may have an impact.

Here are some tips for placing stop lights

* Don't place stoplights too close together
* Don't place stoplights close to highway exits, as it can often backup the highway.

* Avoid unnecessary stop lights in areas of low traffic, such as 3-way intersections, and in areas with high and steady flow of traffic, such as roundabouts

## Stop Signs

With Stop Signs, cars will always stop before proceeding. You can control how many and on which roads stop signs can be placed. This can work well in areas of low traffic, or in alleys and highway exits. It is not wise to use stop signs in large junctions, as there is no order to the flow of traffic. A smart way of using stop signs is on high traffic avenues or boulevards. Use stop signs on smaller roads leading into the larger one so as to not disrupt the steady flow of traffic down the avenue. However, a 4 way stop sign setup does not replace a stop light.
Fire station

The **fire station** is a fire safety building that responds to fire emergencies and sends out fire engines to fight against fires. It is unlocked by meeting the Busy Town milestone.

## Description

Fire stations maintain a large number of firefighters and fire engines and respond to multiple simultaneous emergencies around the city.
Fusion Power Plant

The **Fusion Power Plant** is a monument constructed by building all the required unique buildings that meet the criteria for the Fusion Power Plant. Monuments are unlocked in the Megalopolis milestone.

## Description

The power of the stars is within your grasp and the energy problems of yesterday are gone once the Fusion Power Plant is operational. Offers huge amounts of clean energy without the fear of radioactive fallout or other pollution.

## Performance

The Fusion Power Plant can be built once all the requirements of building the corresponding unique buildings have been achieved. The Fusion Power Plant will provide a vast amount of clean energy ranging from 4,000 if power budget is 50%, 16,000 at 100%, and 20,000 megawatts at 150% for the city. As a clean energy producer, the power plant does not produce any sort of pollution.

## Unique building criteria

Plaza of the Dead

Fountain of Life and Death

Tax Office
* Construct 3 instances of water pumping station

Observatory

Science Center

MAM Modern Art Museum

## See also

* Monument
* Electricity
Tsunami Warning Buoy

video File:Placeholder
THe Tsunami Warning Buoy is a floating sensor used to monitor changes in water levels.

## Overview

Used to monitior the water levels of rivers and oceans around the land of a cities area. If the water changes in level the Buoy will give out an alert to the emergency broadcast sytem warning the city of a potential Tsunami strike.

## Details

* Cost: $4,000

* Upkeep: $48/week per unit

* Pollution: None

* Noise Pollution: None
Unique building

**Unique buildings** are one-of-a-kind buildings capable of increasing tourism and provides the requirements to building monuments. Unique buildings are unlocked by meeting certain positive or negative criteria. Once unlocked, unique buildings carry over new game save files, in the expense of requiring to reach a certain milestone. Unlocked unique buildings can be reset through the options menu in the main page, requiring the need to meet the criteria of each unique building again.

## References

1. ↑ *Cities: Skylines*. *Paradox Interactive*. In-game information.
Ore Industry (Specialized)

Ore Industry is a special industry option that allow the mining of mineral deposits.

## Overview

Mining industrial buildings are constructed on a spot where ore can be harvested. Marked with a blue spot on a cities land. It produces slightly more pollution than a Incineration Plant. The Ore is non-renewable. Downsides are increased ground pollution and electricity consumption. Ore can be used to in Coal Power plants to produce power.
Plazas and Promenades

## Description

Plazas and Promenades is an upcoming expansion pack, released along with Patch 12.00, and the Mid Century Modern and Seaside Resorts Content Creator Packs. Its release date was currently unknown until the actual release date, which is September 14, 2022.

### Features

This DLC features new pedestrian only streets, new policies, car free areas, and new specializations to suit the new plazas. New service buildings will also be introduced.

##### Policies

20 MPH speed limit: Sets the speed limit of all roads in the policy area to be 20 MPH. Does not affect highways.

Sugar Ban: Bans all sugar in the area to increase the lifespan of citizens, but decreases their happiness and increases crime by 20%.

Street Music: Host music on the streets to increase happiness in the area, but creates more noise pollution.

Deliver Everything: Forces buildings in the area to use service points for cargo and garbage.

##### Plazas

Players can now build plazas and make their cities more astonishing. New commercial, residential, and office specializations can be built to suit the area. Streets can now be built for pedestrians only. New props can also be placed to give their plazas a more decorative look.

##### Service Buildings

New service buildings can now be built to suit the new plazas that can be built. They are:

##### Education

* High capacity elementary school
* High capacity high school
* High capacity university

##### Police, fire, and medical

* High capacity police headquarters
* High capacity fire station
* High capacity hospital

##### Transport

* Elevated train station
* Elevated metro station with shops
* Parallel underground metro station
* Large underground metro station
* Compact bus station

### Trivia

* This is the 11th expansion pack for Cities Skylines.
* The release date of this expansion pack was unknown until it actually came out.
Farming Industry (Industries DLC)

The Farming Industry has a whole new brand of building that grant better profit than regular farming.

## Buildings

* Farm Main Building: Primary industry building for farming.
* Farm Workers Barracks: Increases efficiency of workers by 5% per building. Max 100%
* Farm Maintenance Building: Increases maximum storage capacity of a farming building by 5% per building placed. Max capacity: Infinite
* Crops Greenhouse: Comes in three sizes, Small: 48 tons per week, Medium: 80 tons per week, Large: 112 tons per week. Used for animal products in Animal Pastures.
* Fruit Greenhouse: Comes in three sizes, Small: 48 tons per week, Medium: 80 tons per week, Large: 122 tons per week.
* Animal Pastures: Comes in 2 sizes: Small: 24 tons per week, Large: 48 tons per week. Requires crops to produce Animal Product. Animal types can be changed, They include, Highland Cows, Pigs, Cows, and Sheep.
* Flour Mill: Produces flour from crops, Using in the Bakery building.
* Cattle Shed: Stores extra animals for future products. Produces Animal Products.
* Milking Parlor: Uses animal products to produce milk. Used in the Bakery building.
* Slaughterhouse: Produces Animal products from deceased animals.
* Grain Silo: 2 sizes, Used to store extra crops. Small: 300000 units, Large: 600000 units.
* Barns: A secondary storage unit to store extra crops.
Harbor

The **harbor** is a public transport that transports passengers through the sea from the outside connection with cruise ships. It is unlocked by meeting the Capital City milestone.

## Description

The harbor provides an outside connection for passengers to the city by sea. Tourists arrive at the city and leave it via the harbor using cruise ships. Place the harbor on a seaside location where a harbor route is available.

## See also

* Cargo harbor
* Cargo hub
Tank Reservoir

video File:Placeholder
The Tank Reservoir is a reserve storage tank used to store extra water that is used when pumping station can't supply enough water ot sustain a part of a city.

## Overview

The Tank Reservoir is a emergency system to supply stored water to the city where water pumps can't supply. Each tank system can hold a total of 600,000 cubic meters (158.5 million gallons) of water

## Details

* Cost: $25,000

* Upkeep: $720/week

* Pollution: None

* Noise Pollution : None
Police headquarters

The **police headquarters** are a crime safety service responding to criminal activities and patrolling the city to maintain a low crime rate. It is unlocked by meeting the Busy Town milestone.

## Description

The police headquarters can maintain a large fleet of a much larger police patrol car count and respond to numerous incidents at the same time. Police presence helps control the crime rate and keeps citizens safe and happy.
Police station

The **police station** is a crime safety service responding to crime-based activities and sending out patrol cars to maintain a low crime rate. It is unlocked by meeting the Worthy Village milestone.

## Description

Police cars are dispatched from the police station to patrol the city and respond to criminal activity. They are the smaller sibling of the Police headquarters.

## Appearance

### Original

The original skin for the Police Station is a modern-like building, with the colors beige, blue, and white. It has a singular skylight window on the top, with 2 rods being near it. 4 rooms are able to be seen from the outside, those being a tower, tiny room, main room, and a thin room connected to the main room. Under the thin room, some greens and 2 benches are seen. Right next to that is a garage door and some decorative crates.

### European

The European skin is a World War II era-like building, with a black brick roof. 3 rooms are seen, all looking identical. Behind, or the middle, is a large rod that towers over the building. Multiple windows are seen. Unlike the era of C:S, which is modern, the European police station has primitive materials used to make it. The building gives off a hint of abandonment, too.
Road condition

**Road condition** is a maintenance service introduced in *Cities: Skylines Snowfall*. Road condition services maintain the quality of the roads in order to keep it clean and allow faster speed travel than normal of vehicles. The road maintenance depot is available in all map themes. An additional service called the snow dump is available in winter map themes only. Snow dumps plow snow from snow-covered roads; when roads have too much snow, vehicles will travel at a much slower speed, creating several problems, such as goods not being delivered quickly and traffic congestion.

## Buildings

Road maintenance depot

Snow dump

## References

1. ↑ *Cities: Skylines*. *Paradox Interactive*. In-game information.
Water treatment plant

The **water treatment plant** is a sewage dumping system. It is unlocked after meeting the Big City milestone.

Please don't get mistaken with Water pumping station.

## Description

Don't want to pump raw sewage into bodies of water? You can build a water treatment plant to reduce the environmental impact of the city. Purifies 85% of the pollution in sewage.

It's better to replace it with sewer pumps.

## See also

* Water tower
* Water pumping station
* Water drain pipe
High school

The **high school** is an education service suited for teenagers. It is unlocked by meeting the Tiny Town milestone.

## Description

High schools educate teenagers to prepare them to become educated workers. Education is a requirement for buildings to level up. Higher level industry requires educated workers.

Only teenagers can attend high school.

## See also

* Elementary school
* University
* Public Library
Farming Industry (Specialized)

video File:Placeholder
The Farming Industry is a special Industry option that is exclusive to producing produce.

## Overview

The Farming Industry is a more profitable option than Forest. Only fertile land which is color yellow on the land info tab can have farm built on it. Building porduce little to no pollution but a bit more noise pollution than commercial building do. Downsides are mainly increased water consumption and tax increase.

## Benefits

* Infinite produce

* Desent profit.
Início

```
"CURAR ALGUMAS VEZES, ALIVIAR QUASE SEMPRE, CONSOLAR SEMPRE" (Hipócrates)

```

## Sobre a wiki

Esta wiki contém material correspondente às aulas do curso de Medicina da Unoeste, utilizando como base a matriz curricular da turma 2º SEM 2014-1º SEM 2020. Algumas aulas foram mescladas, outras divididas em duas ou mais; algumas excluídas ou adicionadas.

### 3º Termo:

Patologia Geral 1 PAG1

Farmacologia 1 FAR1

Fisiologia Humana 2 FH2

Saúde Coletiva 2 SCO2

Anatomia Humana 3 AH3

Medicina Baseada em Evidências 2 MBE2

Programa de Atenção Progressiva à Prática 3 PAPP3

Programa da Prática Médica 3 PPM3
Power line

The **power line** carries electricity over long ranges. It is available during the start of the game, after building the first road.

## Description

Power lines carry electricity over distances. Power jumps across streets and from one building to the next, but for longer distances you need to build power lines. Start and end a power line at the perimeter around a building.

## Performance

The power line, despite being an electrical structure, does not actually produce electricity. Rather, power lines are meant to distribute power of one general area with a functional power system to another unconnected area.

Power lines are not necessary to transfer electricity from building to building. All buildings within a small range distribute electricity to each other. Power lines are used mainly to provide electricity to areas that cannot be connected by the power grid from the small range.
Statue of Shopping

The Statue of Shopping is a unique achievement building.

## Description

"Shopping is a wonderful thing! THe Statue of Shopping is a constant reminder of the bliss it is to purchase something. Requirement to build the Hadron Collider.

## Stats

* Cost: $10,000
* Upkeep $16/week
* Entertainment: 60
* Pollution: none
* Noise Pollution: 25

## unlocking criteria

The criteria to unlock this building consist of getting your total city money to -1 or higher. this can be achieved at the start of the game easily but the longer you play the harder it will get.
Economy

The **economy** is the balance of financial intake and consumption of a city. A city's economy describes the current situation and performance; cities with higher income tend to generate more money in contrast to cities with higher expenses losing money. In *Cities: Skylines*, the currency is called *cell*, and the currency symbol is the ₡.

## Income and expenses

Income and expenses are calculated through each zone, specialized zones, and services tax revenue and maintenance. Income is generated through zones and its respective weekly income. Expenses are generated through maintenance costs in order to keep services active.

Expenses are generated from:

* Roads
* Electricity
* Water and sewage
* Garbage disposal
* Public transport
* Healthcare
* Education
* Fire departments
* Police departments
* Unique buildings
* Decorations
* Loans
* Policies

### Bankruptcy

Bankruptcy is the result of high expenses being generated too quickly. Bankruptcy can be alleviated by regaining income though increase tax rates and cutting down services. Loans can also be taken out to ease the loss. If all these options are not enough to sustain the city's economy, the city may take a bailout of ₡50,000.00. A bailout is the act of giving financial assistance to a city in the brink of economical collapse. Achievements are disabled after a bailout.

## Taxes

Taxes are the main source of income. High taxation causes citizens to become unhappy and more likely to move out. All zones are defaulted to a nine percent tax rate and can be adjusted between one percent and twenty-nine percent.

## Budget

Services with a bigger budget tend to work more efficiently, although causing the service to be more expensive to maintain(For example, trains with 50% budget will only have 1 train functioning, but will cost less to maintain). Each service can be adjusted accordingly, each having a separate day and night slider(if the mayor have purchased Cities Skylines After Dark DLC). All services are set to a 100% budget on default.

## Loans

Loans are money that is borrowed from a financial institution in which the money is expected to be paid back through interest. Banks have different amounts, payment plans, and interest rates. Loans can be repaid instantly without additional costs.

 Global Credit Inc.
 Pyramid Capital

## References

1. ↑ *Cities: Skylines*. *Paradox Interactive*. In-game information.
Water tower

The **water tower** is a water supply. It is available at the start of the game, after building the first road.

## Description

The water tower provides a water source for areas that do not allow a water pumping station to be built. If a water tower is built on polluted soil, the water will get contaminated. A water tower requires a water drain pipe to work properly. Road connection not required.

## See also

* Water pumping station
* Water drain pipe
* Water treatment plant
Ore Industry (Industries DLC)

Ore Industry has a new series of building that take Ore industries to a whole new level.

## Buildings

* Ore Main Building: Primary building for Ore industry.
* Ore Workers Barracks: Increases worker efficiency by 5% per building, Max 100%
* Ore Maintenance Building: Increases maximum Storage capacity for ore buildings. Max capacity: infinite.
* Ore Mines: comes in three different sizes, Small: A small ore digging site, Produces 48 tons per week. Medium: A medium size digging site with a bucket crane and larger ore pile. Produces 80 tons per week. Large: A large ore digging site with a large bucket-wheel excavator. Produces 112 tons per week.
* Ore mine (Underground): Comes in 2 sizes, Small: a small dig site with an underground access tunnel. Produces 64 tons per week. Large: A large dig site with a bigger underground access tunnel. Produces 96 tons per week.
* Seabed Mining Vessel: An ocean-side mining site used in Ore deposits located in ocean areas. Produces 88 tons per week.
* Ore Grinding Mill: Ore processing plant used to break down Ore to produce metals. produces 32 tons per week.
* Glass Manufacturing Plant: Ore processing plant used to break down Ore to produce glass. Produces 32 tons per week.
* Rotary Kiln Plant: Ore forging plant used to melt down Ore to produce metal. Produces 64 tons per week.
* Fiberglass Plant: Processes Ore into glass. Produces 64 tons per week.
* Sand Storage: Stores unprocessed Ore for future processing.
* Ore Storage: Stores processed Ore for future export.
* Ore industry Storage: A large storage building providing extra storage space than the Ore storage. Storage capacity: 500000 units.
* Raw Mineral Storage: A larger storage contain to store extra unprocessed materials. Storage Capacity: 600000 units.
Tram depot

The **tram depot** is a public transport station that sends out trams to transport passengers to areas by using tram tracks. It is unlocked by meeting the Boom Town milestone.

## Description

A tram depot sends out trams to lines automatically when it is connected to a tram line. Trams return to the depot after finishing their shift.
Space Elevator

The **Space Elevator** is a monument constructed by building all the required unique buildings that meet the criteria of the Space Elevator. Monuments are unlocked in the Megalopolis milestone.

## Description

People near and far travel to the city to see the Space Elevator. This means a huge influx of tourists, who also like to spend money while visiting.

## Performance

The Space Elevator can be built once all the corresponding unique buildings are built. The Space Elevator is designed to attract tourists to the city. A huge influx of tourists will flock to the Space Elevator, increasing revenue. As an attraction, the Space Elevator generates a large amount of noise pollution.

As a monument, the Space Elevator is one of the most expensive buildings to construct, costing ₡1,500,000 and an upkeep of ₡16,000 per week. Getting the Space Elevator might be one of the most obtainable monuments in Cities:Skylines.

## Unique building criteria

Statue of Wealth

Transport Tower

Grand Mall

Opera House

Expo Center

Stadium

## Trivia

* The unique building criteria for the Space Elevator are unlocked through positive contributions to the city.

## See also

* Monument
* Tourism
Advanced wind turbine

The **advanced wind turbine** is a power-generating structure capable of generating between zero to twenty megawatts. Unlike the wind turbine, the advanced wind turbine is built on the water. It is unlocked by meeting the Boom Town milestone. The advanced wind turbine is modeled after vertical axis wind turbines (VAWT). If the water that it is built on is gone, it will still continue to operate.

## Description

The latest technology allows you to build advanced wind turbines in bodies of water in order to save space. Amount of power produced depends on how strong the wind is on the spot where the turbine is built. Must be placed on water. No road connection required.
Patch 1.6.2-f1

## 1.6.2-f1

Patch 1.6.2-f1 is a hotfix released on 2016-12-21 .

Changelog

* Relaxation Station DLC audio files are not included in the base game anymore
* Fixed: User-made scenarios cannot be played without owning Natural Disasters DLC
* Fixed: elevated road pillars disappearing when editing interchanges
* Fixed: elevated road pillars no more treated as sub buildings when editing a building
* Fixed: sub building now packed only once when used multiple times in a building
* Fixed: sub building paths getting duplicated when saving a building
* Fixed: Sub-buildings keep burning after main fire has been extinguished
* Fixed: Scenario tab in new game panel is disabled when there are no scenarios available

## Refrences

1. ↑ "Cities: Skylines - Patch notes for patch 1.6.2-f1". *Paradox Interactive*. 11 December 2016

 *Sunset Harbor* | 1.13 • 1.13.1

Minecraft Roads 1.14
Court House

The Court House is a Unique building that you have to unlock by having a crime rate over 50% for 5 weeks.

### Description:

"The Court House handles all kinds of legal business your citizens have. Requirement for building the Medical Center."

Stats:

* Cost: $55,000
* Upkeep: $960/week
* Entertainment: 75
* Pollution: 0
* Noise Pollution: 25
* Water: 160 cubic meters/week
* Electricity: 560 KW
* Visitor Capacity: 300
Fanon:Main page

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 Fanon in the *Cities: Skylines* universe is unlike other fanfiction. In *Cities: Skylines*, we build, develop, maintain our own cities, which is entirely fictional through the use of our creative minds. We choose what we build, never having the same ideas as one another. We tell our cities the way we want to tell their stories.
Skylines Wikia allows fanon articles to be created and shared with the rest of the community. Now how does fanon on a wiki work? Here are a few ways to create fanon on Skylines Wikia:
* Share your city that you created and describe the way of life in your ever-growing city, what your city does, the history, the tourism, the citizens.
* It does not have to be a city. Your fanon could be a popular tourist attraction, like a small village, a popular hangout spot, the beach, anything.
* Tell your city as if the city was an actual real-life destination. You are the mayor of your city.

 There is currently no featured city of the month. Vote for the city to be featured for next month.

19 September 2015 - Establishment
Welcome to Skylines Fanon! Skylines Fanon is the place to share your creation with the community. Show us what you built! Whether you built a city or created a mod, share it with the Skylines Wikia community.
Fanon on *Cities: Skylines* is unlike any other fanon. On *Cities: Skylines*, we create and build thriving cities. Our cities have different stories from start to the never-coming end. As a fanon, we can choose to share the stories of our cities: the life of your citizens, the tourism, the crime, the history, and more. You can even build a city based on real-life locations, such as Paris, New York City, Los Angeles, and more, and tell their story like it is in real life. It is all up to you.
Show us your creations on Skylines Fanon!
Milestone

A **milestone** is the indication of the population growth of a city. When reaching the goal of a milestone, a city can unlock new features, services, land areas, buildings, city policies, and much more.

The population requirement is not analogous between each map as each have different population requirements. The requirements may be the result of the buildable area within a map.

All **milestones** may be unlocked instantly in the Content Manager panel > Mods

Note: This is old and doesn't include all DLCs and CCPs in the description.

## Milestones

Services

Buildings

Features

Services

Policies

Specialization

Buildings

Policies

Buildings

Policies

Buildings

Buildings

Buildings

Services

Buildings

Buildings

Services

Buildings

Features

Buildings

## References

1. ↑ "Build a Megapolis in *Cities: Skylines* for Unlockable Buildings and Bonuses". Escapist Magazine. *The Escapist*. 20 March 2015.
Cities Skylines Snowfall

## Snowfall

***Snowfall*** is the second expansion pack for *Cities: Skylines* released for Windows, OS X, and Linux on February 18, 2016.

## Features

* **Weather system**: The central focus of *Snowfall* is the in-game weather system. *Snowfall* introduces rain and fog mechanics, available in an upcoming free update. Additionally, included in the expansion pack, snowfall will be introduced not only as aesthetic but also impacts gameplay. Existing maps will add rain and fog mechanics, with the addition of a new winter-themed map. Winter maps will have eternal snow, and the map editor is capable of creating winter maps. During the winter, citizens, buildings, and fauna will adjust according to the climate.
* **New transportation methods**: The tram is a new type of transportation method. The transportation feature will be expanded, including easier management of existing lines.
* **Demand for warmth**: During cold weather, demand for electricity will increase, unless water-based heating systems are in place.
* **Snowplow services**: Snowplow services are capable of plowing through snow on roads with new road maintenance services to keep traffic flowing.

### Free content

Following the release of *Snowfall*, a free content update was released.

* Rain and fog cosmetic mechanics for existing maps
* Theme editor for map modding
* Expanded user interface of public transportation management
* New chirps and hats for Chirper

## Trivia

* *Cities: Skylines Snowfall* was inspired by the everlasting Finnish winter.

## Gallery

### Media

Cities Skylines - Snowfall Reveal TrailerSnowfall reveal trailer
## References

1. ↑ "Announcing Cities: Skylines - Snowfall". *Paradox Interactive*. 19 January 2016.
2. ↑ "Snowfall Forecast for February 18 in Cities: Skylines". *Paradox Interactive*. 3 February 2016.
3. ↑ 3.0 3.1 3.2 3.3 "Cities: Skylines Snowfall". *Paradox Interactive*. 19 January 2016.
4. ↑ 4.0 4.1 "Cities: Skylines - Snowfall - Dev Diary 1: Prepare for Snowfall". *Paradox Interactive*. 20 January 2016.
5. ↑ "Paradox Reveals a Flurry of Content for Snowfall". *Paradox Interactive*. 9 February 2016.
Water pumping station

The **water pumping station** is a water supply. It is available at the start of the game, after building the first road. For it to work, you need to connect it with aWater pipe.

## Description

A water pumping station pumps water to the city from a natural body of water (not a player made). Place the pumping station so that it will take in freshwater (contaminated water will make citizens sick). Note that a water pumping station always requires a water drain pipe and must be connected to a water source at all times. Road connection not required.

## See also

* Water tower
* Water drain pipe
* Water treatment plant
International airport

The **international airport** is a public transport that carries passengers through air travel. It is unlocked by meeting the Megalopolis milestone, the last one to complete. You will need the After Dark DLC to unlock this building.

If airport traffic is getting too much and you just have enough of buying airports, this will save you. If you have low air traffic, don't buy this.

## Description

A large airport complex with two runways, eleven terminals and a additional metro station that can already connect to other metro stations making it more convenient than the airport.

This is way bigger than the airport and is quite massive even for a city. The International Airport does not need a road to be next to since it also have an additional small road attached to it.

International airport can be found in the hub section of the transport menu.

## Trivia

* The international airport is the second largest building in *Cities: Skylines*, after the Metropolitan Airport.
* It resembles most airports in real-life, the closest matches are the London, the Old Berlin (Tempelhof) and the Rome, Arenibek, ANIBARE, IJUW, RONAVE, BAITI, ARUBO, ARIJEJEN, YAREN, IBWENAPE, Tapiwa, Atafu Village, NUKUNONU VILLAGE, Fenua Fala, APIA, SUVA, FUNAFUTI, Hanga Roa, NADI, ADAMSTOWN, DACA, PARO, KATMANDU, ALOFI, MUTALA.
* If the player owns the Airports DLC, medium aircraft may spawn here and land here at this airport.
* Cargo airplanes may land on its runway and take off vertically as a glitch. This only happens if the player has either the industries DLC or Airports DLC.

## See also

* Airport
* Metro station
Theme

A **theme** is the climate aspect that changes the appearance, the effects, and the terrain to a specific theme. There are different types of themes: European, boreal, temperate, tropical, and winter. Most themes are purely aesthetic that changes the atmosphere and environment, whereas some themes modify the appearance of buildings.

Custom themes can be created using the theme editor. The theme editor is capable of creating unique environments, by using custom textures and tools.

## Themes

### Boreal

The boreal theme represents the colder climates of northern countries, such as Scandinavia. The climate color is toned down with darker colors of grass and water to present a cooler, less vibrant climate. Flora contains pine and conifer trees with a few different types of trees and bushes for variation.

### European

The European theme revolves around the appearance, the styles, and the climates of a European city. Unlike other themes, the European theme consists of wall-to-wall buildings, with over 70 different styles of buildings. The climate is the sunny theme slightly toned down for a cooler feel.

This theme was added on Patch 1.1.0 on May 19, 2015. The features included in the theme, such as the wall-to-wall buildings, require the use of the European theme.

### Temperate

The temperate theme represents the central and southern European climates. The climate is visually brighter, warmer, with blue skies, vibrant colors, and a wide array of flora.

### Tropical

The tropical theme represents the warm, sunny climates of California and the tropical island climates. The climate expresses warmer colors with a hint of a faint orange-yellow glow with a complementary color for the sky. The terrain is a different shade of green compared to the sunny theme. Lush palm trees and bushes create a visually appealing appearance that resembles the tropical island look.

### Winter

The winter theme revolves around snow and weather-related issues. Citizens, buildings, and other aspects of a city will adjust according to the weather. Winter maps can also be created in the map editor.

The winter theme is exclusive to *Cities: Skylines Snowfall*.

## Gallery

Boreal themeBoreal themeTemperate themeTemperate themeTropical themeEuropean themeEuropean themeEuropean themeEuropean theme
## References

1. ↑ 1.0 1.1 1.2 1.3 "*Cities: Skylines* - Dev Diary 10: Themes". *Paradox Interactive*. 17 February 2015.
2. ↑ "Conten Update 1.1.0 is LIVE on retail!". *Paradox Interactive*. 19 May 2015.
3. ↑ "Cities: Skylines Snowfall". *Paradox Interactive*. 19 January 2016.
4. ↑ "Cities: Skylines - Snowfall - Dev Diary 1: Prepare for Snowfall". *Paradox Interactive*. 20 January 2016.