Cities: Skylines - Parklife is a playful expansion that livens up your city with new amusement parks, nature reserves, city parks and zoos. Give new life to your lands with custom parks and gardens, along with a bunch of other additions - a new park tool, level up features, and a ton of new assets like flower beds, fountains and flamingos. Cities: Skylines - Parklife v20180524 - v1.10.1-f3 MULTI8 Fixed Files:: CODEX: File Archive 1.2 MB Cities: Skylines - All That Jazz v1.9.2-f1 - v1.9.3.
This guide explains how to make good (if not ridiculous piles of) money using the Parklife DLC. Thought others might benefit from this information if they want to be push the boudaries of what Parklife DLC can do for them.I also found a 'bug' in how Park areas count visitors and a solution to this problem. Other Cities: Skylines Guides:
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Quickly Remove Full Cemetaries and Landfills.
Trams Guide (Tips and Tricks).
Requirements
In order to follow this guide you need the following:
A city with sufficient number of cims in order for Park Areas to work. I would suggest a population size of over 14,000 cims. You can do this with a smaller city but it can be more challenging to find busy foot traffic paths. Basically, the more cims, the more effective Park Areas will be.
The Parklife DLC (obviously).
It is assumed that people who read this guide want to grow their city 'naturally' without using the Unlimited Money mod.
How to Make Better Money with a Park Area
Before I knew any better, my Park Areas (that is, custom parks) were breaking even and sometimes making some profit (about ₡100 to ₡1000 per park). The Amusement park (see above-screenshot) was placed within the city and is barely breaking even. When I built Park Areas outside of zones and near zones, without any regard for pre-existing cim traffic (foot traffic or car traffic), the best park I built was a Nature Reserve park (see right-screenshot). Its income is over double its expenses. I thought this was pretty good. It certainly is faring better than the Amusement park shown earlier. But I was always dismayed that the vanilla Park and Plaza buildings I placed were siphoning income from these custom parks. In the Economy window, my city had weekly park income barely pay for the expenses of all parks, plazas, and landscaping. I figured it was better than seeing park expenses eat into my city's weekly total income (pre-Parklife DLC). After I discovered the secret of how to make Park Areas pay for themselves and their park building and plaza cousins, I was on a crusade to optimize the heck out of all my old cities with Park Areas. In order for a Park Area to be effective, it must sit along the path of pre-existing cim foot traffic. That is, if the Park Area were not there and there is just a pathway, you should see a decent number of cims walking along this pathway. If you see few cims walk along your pathway, it is a bad spot to place a Park Area. So how do you know where cim foot traffic will appear? You don't. It is hard to predict where the simulation will generate foot traffic. Generally speaking, there should be foot traffic between residential zones and commercial zones, but this is no guarantee. All you can really do is place some test pathways between areas and wait-and-see for foot traffic. Sometimes you might get lucky and notice lots of cims walking toward an area (or away from an area). Tail them and see where they go. Once you find a heavy traffic of cims walking to-and-fro, this is an ideal place for a Park Area. For intercepting urban walkers, I prefer using the Small Park Main Gate and Park Side Gate under the City Park tab. They occupy the least number of cells/tiles compared to gates of the other Park types. It also makes visual sense for high traffic urban centers. But you can choose whichever gate suits your fancy. I try to space out the Main Gate and its Side Gate at least 8 cells/tiles from each other. This allows the Park Area to appear 'natural' in its urban setting. Also, it is far away enough that cims will choose to go through the gates rather than around (depending on how much you charge for Ticket Price). After you place your Park Area, wait a few in-game weeks (ideally a month) to see what the visitor count looks like after it has had a chance to stabilize. Then, adjust the Ticket Price to see how it affects the visitor count.
How Do I Know If I Am Doing It Right?
You will know if you placed the Park Area along a high foot traffic path if you are making around (and in excess of) ₡2,000 per week only for spending ₡54 per week on two City Park gates. Of course, this is based on the number of visitors to your park. The screenshot below shows what is possible. As you can see, Money Park is raking in over ₡17,000 per week and only spending ₡112 per week on maintenance. This park's income is over 150,000% more than the Nature Reserve shown earlier! Thus, I learned that you can do a lot better. All this is due to the 600+ weekly visitors to the park. This is sourced by a metro station at one of the park side gates. There is no guarantee that mass transit nodes will provide heavy foot traffic to a Park Area. It just so happened that in this case the cims wanted to walk in the direction of where Money Park was situated. Ideally you should create pockets of residential zones in your city, think neighborhoods. This gives you lots of opportunity to find and capitalize on many heavy foot traffic paths. You can create many different types of Park Areas for different neighborhoods. In my opinion, having more than one Park Area looks better than having one ultra-rich Park Area that funnels all the cims through it. :) But that is just me. If you capitalize your city's Park Areas properly then they can make weekly income such as highlighted in region A. When you compare A's weekly income with B's weekly total park expenses AND unique building expenses, you see that Park Areas can more than pay for themselves and other leisure/recreational/tourist buildings by at least 2:1. I find this a lot more satisfying than what I was getting from Park Areas before.
A Bug with Visitor Counts
After you build a few custom Park Areas, you might discover that some of their visitor counts do not seem to match the amount of foot traffic passing through its gates. The above-screenshot looks okay. The custom park is making good money. So what is the big deal? After fixing the problem, the same park is able to make way more money, like 100% more. I was losing half of my park's potential income due to this innocent-looking bug. What Is the Problem?
If the pathway connecting to a gate (this applies to all Park gates) is a type of bridge then some cims will pass through the gate and not be counted. A bridge pathway has railings. An example is shown in the red circle area in the right-screenshot. For your park gates that have this condition, if you zoom in as close as you can on the affected gate then you will see some cims cut through the gate posts. I initially thought this was a visual bug, nothing more. But it actually means something to the game mechanics. What Is the Solution?
In order for cims to be properly ticketed for entering a park gate, the pathway connecting to the gate must be level to the ground (that is, no bridge type) and be at least 2 cells/tiles in length. The right-screenshot shows a level pathway leading to the same gate. For your fixed gates, if you zoom in on them then you will notice that no cims cut through the gate posts. Visually, the cims are walking between the gate posts—as they should. To verify this behaviour for yourself, set up one of your Park gates as described in the Problem section. Watch what happens to your Park's visitor count week by week and month by month.
Conclusions / Challenges
These days, I use effective placement of Park Areas to subsidize other city services that cannot make money (like fire and police). It makes managing the growth of my city less frustrating, and a lot more satisfying. In my opinion, this trick has made the Parklife DLC more than pay for itself. But boy, figuring this stuff out was not obvious from the outset. Recommended for You:
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As with most things in Cities: Skylines, learning how to integrate the new mechanics and systems from the 'Parklife' DLC into your city can be a case of trial and error ... mostly error.
After all, not only do you have the option to build new park types, treat them like a proper district for the first time, and play an impromptu game of Parkitect inside your metropolis, but there are sightseeing bus tours, new game mechanics involving noise reduction, a bunch of new maps, and some resources for modders.
I won't go into the modder resources; that stuff flies five miles over my head and is a subject you'll want to go to Skylines' existing modding community to get your head around. I'm a writer, not a coder or a programmer or a game designer.
Likewise, the free patch updates can best be summarized as “trees now reduce noise pollution, and the greater the concentration of trees, the greater the effect -- so plant forests between stuff like windmills and your city proper.” And new maps, of course, mean new, fun places to build cities on, all of which work just fine with other DLC, and all of which are just begging you to build a brand-new city to take full advantage of the new features.
Now then, there are two main features to get to grips with here: park districts and sightseeing tours.
Park Districts
We begin with the bread and butter. Creating a park area is as simple as drawing it in exactly the same way you draw any other district in your city:
You then choose what kind of park you want. Your choices are City Park (something roughly akin to Central Park in New York City, with walking trails, activities, and trees and such), Nature Reserve (perfect for those parts of the map where the terrain makes it impractical for zoning), Zoo (animals!), and Amusement Park (a place with all the zip of Nuka-Cola.)
Ultimately, which one you choose depends on your play style.
Once you've drawn the district, you'll need a Main Entrance; this can be found in the standard Parks interface, where you'll notice some new tabs, one for each of the different park types. Click around and experiment; Skylines is not a game that benefits from a linear “do this, this, and this” attitude.
Main gates must have a road connection; you then build park paths to direct walking traffic through the park. You can also build side gates to allow more access points into the park, useful for preventing traffic backups near the park's main entryway.
At first, you'll only be able to place a couple of basic structures, and here is where leveling up enters into it.
Once your park reaches a certain entertainment rating and has received enough visitors, you can level it up, but you can't just plunk down a bunch of the same structure and expect it to work; there's a diminishing returns mechanic in play.
Instead, beautification matters. In a park district, trees, landscaping, and other means of making the land more attractive also add entertainment value. But the bar is set low enough that you don't need to go overboard.
Furthermore, the main gate allows you to set an admission price. The more attractive the park, the higher the price you can charge; the larger the tourist volume and population in your city, the larger the potential customer base.
Or you can make the park free and treat it as a loss leader for attracting people to other city services. The choice is again yours, but costs add up, especially in big parks and at higher levels. The game automatically raises the price for you about 20 percent at each level-up, and that seems a reasonable step size.
Policies, 'Parklife' Style
'Parklife' includes policies that can be set for each park district. They work exactly the same way as district policies already in place in the game. It's precisely the same mechanic.
Policies include Animal Ethics for zoos, Advertising Campaigns to increase park visitor volume (especially useful when you've got the park up to the right entertainment value to level up but haven't quite cleared the visitor level bar), and setting a park as the Main Park so tourists prefer it, essentially saying to would-be visitors “this is why you'll want to come to the city.'
There's even a park policy that improves non-DLC parks, the ones that have always been in the game, taking a bit of your treasury and satisfaction even higher than ever before.
Do you district? You know this stuff already. So have fun with it; Colossal Order made it user-friendly.
New Park Services
There's also a new building: the Park Maintenance building.
Not only does it work on the 'Parklife' stuff, but it also adds a new booster to previous parks like Japanese gardens and basketball courts, giving them a boost to attractiveness as long as they're within the catchment area of the maintenance building.
But for 'Parklife' buildings, the maintenance crews create a level that's on a slider in any given building's feedback to let you know how much of a bonus the object is getting.
Done correctly, this is a key part of keeping those entertainment and attractiveness values high enough to climb that level tree.
New Buildings!
Besides the maintenance building, there are also new DLC-specific buildings with their own requirements, which unlock based on what you do with your parks.
Most of them unlock at Level 6 unique buildings (the Small City milestone), and as with all other unique buildings, the game outright tells you what you need to do once you reach that point in order to complete the unlock.
The more interesting one, however, is the Castle of Lord Chirpwick; this one doesn't unlock until you've built all of the 'Parklife' unique buildings, and besides nightly fireworks shows (which look awesome if you've got the day/night cycle enabled and a decent computer), it increases all other Unique Building attractiveness by 25 percent while raising the city's profile for tourists.
Lord Chirpwick offers a huge reward; if you're playing 'Parklife,' do everything you can to unlock the castle and make your entire purchase worth the while. Just know that it's like any other monument in the game in that you can't take your eye off the ball of making a great city to rush for it.
See the Sights!
There are two kinds of sightseeing tours: walking tours and bus tours.
They both work on the same principle, using existing public transportation mechanics; if you've created a bus line in your city, you have the know-how to make a sightseeing tour.
The difference is that unlike public transit, which is about getting people between their homes and their jobs, the value of a stop on a sightseeing tour is in the attractiveness of the landmarks you push your visitors past.
Which means if you have some well-placed parks in your city, you can line them up for people to visit them, amplifying their effect.
Cities Skylines Parklife Free Download
You can also create hot air balloons; these don't have routes, they just take to the air and view the city from above. Of course, the montgolfieres will stay in the general area of their launch pad, so if you put them near unique buildings, parks, and other high-attractiveness areas, you'll get the most satisfaction out of them.
Using these is simple and a great revenue source, and tours also improve the effectiveness of the locations they're guided past.
A New Way to Manage Tourism
Finally, Skylines has given the player a deeper dive into the data for how tourism is affecting the city.
Much like any other info panel, color-coded markers on the map show where the highest-appeal buildings are, making it easy to plan sightseeing tours around them.
Indeed, you're going to want to consult this view when you're working in that mode, because that's the only way you'll be able to visualize whether your efforts are working or just chewing through your money.
Cities Skylines Parklife
Plus, the budget panel now lets you know how much money tourists are spending and where they're spending it.
As with all things in Skylines, this is something players who have started to climb the learning curve already know; data visualization is how you stay on top of things in this game, from where the water pipes are to how hard the wind's blowing to, now, where the tourist traps are and whether any actual tourists are being trapped.
It's the glue that holds the whole strategy together, so make use of it.
But wait, there's more! The dev team added new assets clearly marked as tourism assets. Notice a bunch of campers, vans, and the like parked near your attractions? That's the game's way of telling you folks drove in just to see whatever their vehicles are parked in front of.
It's all holistic so you're not constantly in menu mode if you know what to look for.
And tourists themselves are now simulated much the same way as your Cims always have been, going about their business and able to be followed and tracked to get a good idea of their flow around your city.
Cities Skylines - Parklife Plus
Some Final Thoughts
Getting the most out of Skylines or any of its DLC involves knowing what's there, playing around with it until you get a good sense of how it works, then integrating it into your own strategy.
You can do as much or as little of this as you want, of course, but if you're paying for the content, you might as well use it.
Cities Skylines Parklife Console
So happy hunting! Leave a comment with a screenshot of your city's own Castle of Lord Chirpwick, and stick with GameSkinny for even more info on 'Parklife' and other Cities: Skylines guides.