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Development Diary #10: Game Progression

Welcome! It’s time for another Cities: Skylines II development diary. Today is all about game progression, which has two layers: Milestones and Development Trees. As you might expect, Milestones unlock new services, policies, and infoviews, but the process of unlocking them is different in Cities: Skylines II. Development Trees, an entirely new feature, exist for each service and bring a new level of customization to game progression. Both systems are tied together as Milestones give you points to spend in your Development Trees, allowing you to unlock more advanced services.

Our goal with this approach was to give you the freedom to create the city you want without requiring you to reach high population numbers or using the Unlock All function. If you want to build just a small town next to the International Airport or the ChirpX Space Center, then you’re able to do just that. So, let’s dive into Milestones and Development Trees!



MILESTONES
In Cities: Skylines, Milestones were unlocked by reaching certain population thresholds which varied depending on the buildable land of the map and gave you one path to the next Milestone: Build more residential areas. With Cities: Skylines II we have taken a different approach. Each Milestone is unlocked by reaching a specific amount of Expansion Points (XP), which are accumulated both passively and actively through building your city.

Passive Expansion Points are awarded 16 times throughout an in-game day as a result of increases in both Population and Happiness, giving a well-functioning city steady progress towards the next Milestone. Meanwhile, active Expansion Points are granted immediately as a result of actions you take, such as placing or upgrading a service building, constructing a signature building, or expanding the city’s road network.

01 Milestones.png

Each milestone comes with several rewards and new options for your city

MILESTONE REWARDS
There are 20 Milestones to unlock, from Tiny Village all the way to Megapolis, and each one grants you a mix of Monetary rewards, Development Points, and Expansion Permits, as well as access to new City Services, Policies, and Management Options. As your city grows you will need to answer more of your citizens’ needs by providing them with additional services, such as Public Transportation and Communication. You also gain access to Districts and can customize areas of the city using Policies. You can find more about those topics in the City Services development diary.

Milestones also unlock new zone types to help your village grow into a thriving city, as well as more ways to control your city’s economy through increased Loan limits, Taxation, and Service Fees. If you missed it, we covered these options in the previous development diary Economy & Production.

The number of Monetary rewards, Development Points, and Expansion Permits increases with each Milestone, enabling you to respond to your city’s growing needs. We discussed Expansion Permits in Maps & Themes, which just leaves Development Points, so let’s get into how they work.

02 Unlocked Milestone.png

See the rewards you’ve earned when you reach a Milestone and go straight to the Progression Panel to spend your Development Points right away


DEVELOPMENT TREES
When you unlock a new service through a Milestone, you only unlock its basic buildings and features along with its corresponding Development Tree, which can be found in the Progressions interface. Here you can spend your Development Points to unlock more options, including more advanced and unique service buildings. Points can be spent as soon as you receive them or saved for later if you are not sure what you want to expand next.

You may want to unlock the Wastewater Treatment Plant to avoid polluting your surface water sources as soon as possible, maybe you want access to Harbors to benefit from the map’s seaways, or perhaps you want to provide your citizens with more sources of leisure with Sports Parks. As you unlock all Milestones you receive enough Development Points to unlock everything, but you choose the order depending on what your city needs the most.

Each Development Tree is divided into different Tiers and has a varying number of Nodes to unlock. The first Tier includes the basic buildings and functions of the service and this Node is automatically unlocked when you gain access to the service. As an example, when you first unlock Public Transportation, you have access to both Buses and Taxis as well as things like Stops and the Line Tool. The subsequent Tiers offer more advanced options which cost more Development Points to unlock, but provide you with new options.

Some services, such as Public Transportation, have multiple Branches with different options, and while you need to purchase the previous Nodes on a branch to unlock the next one, you do not need to purchase everything in a Tier to move on. For example, you can gain access to the International Airport without needing to unlock Water, Tram, or Subway transportation - as long as you have enough Development Points to afford it.

03 Development tree.png

Development trees allow you to unlock new and more advanced options

How you choose to spend your Development Points shapes your city. Unlocking more transportation options early on allows you to integrate them as your city grows, while advanced power plants can provide your citizens with cheap and reliable electricity. We’re excited to hear which options you prioritize and how that differs from city to city. Next week we focus on the citizens of your city with the Citizen Simulation and Lifepath.


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Developing the city by collecting development points sounds quite sensible. The game is now more advanced than its predecessor. Great idea with this development tree. It's a pity that you moved this development log from 28.08 to 21.08. Well, I'll have to wait a week longer for a diary about the inhabitants and their path of life.
 
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A great system that opens up to more development trees and branch expansions with DLCs!

I like that you can choose what to invest in sooner than later.
 
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Developing the city by collecting development points sounds quite sensible. it's a pity that you moved this development log from 28.08 to 21.08. Well, I'll have to wait a week longer for a diary about the inhabitants and their path of life.
Were these two flipped around earlier?
 
Were these two flipped around earlier?
I don't know exactly what you mean, but you probably mean that this diary was moved after the Economics and Production diary was announced. When the diary of the seasons and climate was announced, the life path of the inhabitants was still planned for 21.08. In turn, the progress of the city on 28.08. This, of course, is not a problem, but I was very curious about how they implemented the life of the inhabitants from birth to death. I'm also curious as to why they decided to make this diary available at a different date. It's only a week's time. Unless they want to refine it even more :):)
 

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It would be interesting and kind of a more challenge if You could loose XP due to bad managemant anb bad deccissions as a consequence, and it could even downgrade your city on the milestones ladder and limit your ownership/acces (or close immediatly) as a mayor to a previously unlocked building or service from the tech tree. However certain challenges such as well handled/survived disasters should reward you with bonus XP.
 
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Citizen Simulation & Lifepath was moved to the 28th so we could include the latest updates to the citizen models in the screenshots and feature highlight video.
 
Good change, looks fresh. Deepening the game a bit.
Especially I like to develop concrete transport, and leave others behind. As the diary suggests, we can make a city with a transport, or two alone, and vary in our cities.
By the way, the graphic quality looks higher every week.

Posdata.- Thanks for the clarification, co_anaya.
 
Pretty much only one comment but breaking it up into my usual bullets so it's not as terrifying of a wall of text:
  • [Love] - I love milestone awards that feel thematic, like hitting a certain level of high tech workers & unlocking a science center, or applying research trees in a manner that still lets us have creative freedom but also have that sense of evolution and progression, or maybe if the ability to do certain things is somehow tied to happiness / approval.
  • [Loathe] - I loathe when more city-critical or creatively-constraining things are locked behind these achievements, though, like maybe I want my small town to be based around locked light rail, or maybe I want to grow a city from scratch around its locked oil reserves, or applying some mix of locked policies from the get-go. The Dev Diary mentions being able to build up a small town beside a space center, which seems to address this... but I'm not sure I'm seeing that in what's being shown.
  • [What I See] - I'm not yet sure how I feel around what's proposed & whether it falls more on what I love or what I loathe. From what I can see it's feeling like something I'm going to find myself bypassing with an immediate Unlock All at game start, which I kind of feel bad doing because I'd feel like I'm missing out on some bits that I might enjoy, but I totally recognise maybe this is just a Me problem.
  • [Ideal] - I think what I'd perhaps be most amenable to is not-so-much locking new things behind the development tree... but maybe unlocking upgrades within the tree? So maybe my scrappy little town gets its Space Center where our cutting edge scientists conjecture that the Earth might revolve around the Sun. And I need to use Development Points to grow its capabilities until it's eventually launching interstellar ships throughout the galaxy.
  • [Map Tiles] - (and about those Expansion Permits: I'll also point again to my concerns with map tiles over in the Dev Diary 7 on Maps)
  • [Bypass] - I'd definitely appreciate if the game included bypass options to let players tailor the game to how they want to play. So maybe we could toggle on the whole map at once, or maybe unlock all buildings from the get-go but keep upgrades locked, and maybe also an option that keeps more thematic achievements (like unlocking a Mayor's House at some threshold) still locked.
Thanks!!
 
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I'm not a fan to be honest, it feels completely arbitrary and gamey.
Flawed as it was, the progression in CS1 made much more sense, as a bigger city would naturally mean more advanced services.
 
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this looks like a fantastic way to develop different cities very differently, so that they don't all end up feeling samish
 
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I'm not a fan to be honest, it feels completely arbitrary and gamey.
Flawed as it was, the progression in CS1 made much more sense, as a bigger city would naturally mean more advanced services.
for instance having airport and subway before trains? :D I think the new game progression is great, much better than CS1 in which only pops counts!
 
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for instance having airport and subway before trains? :D I think the new game progression is great, much better than CS1 in which only pops counts!
Firs, you don't get airports before trains. Second, those are the flaws I mention.

But population being the driver of progress makes far more sense than completely arbitrary XP that you get from... people being happy.... Or from plopping special buildings.
 
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I'm not a fan to be honest, it feels completely arbitrary and gamey.
Flawed as it was, the progression in CS1 made much more sense, as a bigger city would naturally mean more advanced services.
I do not really agree. Also in real life, there is no rule that you need x inhabitants to get a train station, an airport or similar. Also in real life, it's about what the city wants / needs most and what it can afford to have. Often, the "what it can afford" scales with the population, but not necessarily.

There are small communities that have one huge company or service (e.g. a nuclear power plant or any other big company) that provide the income and they may have requirements for them to be there. Like a train station, although the population size would not justify having a train station (I actually work at a small town with a very similar situation). So CS2 now gives you the opportunity to develop under a similar premise. Also, this approach clearly allows more diversity on how to build up your city / map, so I like it very much.
 
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The development tree do kinda reminds me of the skill/research tree in the first two Watch Dogs games; you earn specific points and spend them in a some sort of "tree" with the player allowing them to unlock which kind of feature they need.
skill tree.png
 
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I live in a town of that never had more than 3000 people, but we have a cargo harbour and there used to be a train line feeding said harbour. This is not uncommon at all, lots of places have similar arrangements where they can support an industry that justifies infrastructure investment greater than their population would otherwise suggest.

This new unlock system is a far better reflection of things that exist in actual reality than the old one.
 
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I'm not a fan to be honest, it feels completely arbitrary and gamey.
Flawed as it was, the progression in CS1 made much more sense, as a bigger city would naturally mean more advanced services.
It made a limited bit of sense from a gameplay standpoint, but no realistic sense, and it all but forced you to build your town in a North American car-centric style.

It always annoyed me that you had to reach a certain population to be able to build pedestrian footpaths, for example, both from a gameplay and realism standpoint.
 
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