Cities: Skylines

Cities: Skylines

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Custom Milestones
   
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13 Oct, 2015 @ 1:51am
24 Mar, 2021 @ 5:23am
16 Change Notes ( view )

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Custom Milestones

Description
Updated for Industries DLC.

Overview
This mods allows you to completely customise what each milestone unlocks using a editable XML file. I crated this mod after reading some of the comments on my other smaller mod, Metro/Train Swap, which showed people wanted to be able to customise the unlock order of a nmber of things. Any building, feature, service, policy, road etc that is listed in the milestones as unlockable can be moved around to different milestones, or simply unlocked from the start.

You are able to customise all this through a XML file that is created the first time you load up a map with this mod enabled. The file is stored at ...\Steam\steamapps\common\Cities_Skylines\DM-CustomMilestones.xml and can be edited with any text editor. This file is created with all the milestone information that the game defaults to.

A number of features are automated in order to avoid mistakes when editing things. For example, fires will not start until a fire station buidling is unlocked, and people won't get sick until there is a medical clinic/hospital unlocked. If you only want to change a few things, you can delete everything that you aren't changing and the mod will draw the default values from the game. This mod DOES NOT unlock wonders or momuments.

Snowfall
This mod now supports all the stuff added in Snowfall. In order to get all the new buildings and services added to the mod config, delete or rename your existing DM-MIlestone.xml file and generate a new one by loading a snow map. If you load a normal map, the new buildings will not be included.

As far as I know it will work with old cities, let me know if it doesn't.

Detailed Breakdown
There are many different elements that can be edited, this will explain what each is.

Special: This tab has an attribute that allows you to unlock EVERYTHING from the start. This is more of a debugging tool as you obviously won't have enough money for all the services you would be forced to build.

Milestone: These denote each milestone, with the name (which should not be modified) and the reward money for completing it (which can be changed). NOTE: If you make the reward money too high there is a good chance the number will become negative.

Area: This tag is the only one without a name attribute and denotes when a new area will be unlocked. There are nine areas by default, adding more then nine will not unlock more areas, use another mod for that.

Building: These are buildings that can be unlocked. The name on these relates directly to thier stored
indentifying name, so some are spelt strangely.

Feature: The feature tags cover basically anything that doesn't fit into a category. This includes things like loans, the policy panel, budget window and wonders.

Policy: These cover ALL the policies from the policies panel.

Road: This covers all the roads that can be unlocked. Like the buildings, the names used are directly related to the indentifying name.

Service: Originally this would have have every service, but was cut down to only Tourism, Beautification and each momument level. All the other serivces like Health, Police etc are connected to when a related building is unlocked.

Zones: This tag covers all the different zones (residential, industry etc) and specialisations (farming, oil etc).

Known Bugs
I do not know how to (or even if it is possible) to adjust the unlocking values of buildings/intersection from other mods/assets. This means that custom buidlings and intersections that have unlock milestones cannot be changed.

I couldn't figure out how to unlock a few of the park life buildings, so they are still locked behind their default populations requirements.

The park life policies show up under their default milestone no matter where you move them to, this is a visual bug only, as they will unlock if you move them in the xml.

Custom intersections don't unlock if they include a road type that wouldn't normally be unlocked yet, even if that road type is unlocked by this mod.

According to pcesars:
To unlock Network Extensions Highways: set Special UnlockAll=true then add the following in the milestone you want:

<Road name="Small Rural Highway" />
<Road name="Rural Highway" />
<Road name="Three-Lane Highway" />
<Road name="Four-Lane Highway" />
<Road name="Five-Lane Highway" />
<Road name="Large Highway" />

Other NE roads will unlock once you plop the first default road


Incompatibilities
This mod will obviously conflict with any other mods that effect the unlock step of elements in the game. My tests have shown that mods that unlock all the areas do work with this mod and will unlock the other areas at the same time as the final default area is unlocked.

Final Thoughts
I know many people don't even play with milestones, but to me they add to the game and give short term goals to work towards. HOWEVER, I like many others don't like the unlock order, but my personal unlock order most likely woudn't be yours. That's why I've made this completely customisable. There may still be bugs or mistakes in this, but due to the amount of combinations I may have missed them....so if you encounter a bug, please let me know and I'll fix it.

Have Fun!
212 Comments
pyrotechNick 27 Jan @ 9:34pm 
Funny question, I was wondering about converting milestones from using population requirements to making the requirements chronologically-based where they unlock during the year they were invented. Then I would create a custom start date of like the year 1900 and let new inventions unlock naturally over time. For example in 1900 you would only have the Coal Power plant but by 1951 you would unlock the Nuclear Plant. Freeways would unlock around 1950, Solar and Wind by would unlock around 1990, stuff like that. What do you think?
jpdfive 16 Nov, 2024 @ 5:42pm 
Didnt work and totally crashed my game
Legion, Duke of Rockford 19 Aug, 2023 @ 5:00pm 
Just a reminder... source code is already included. It should be at the location something like C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\534440333 whereas 255710 is app ID for this game and 534440333 is the ID for this mod.
DRD 21 Jul, 2023 @ 9:09pm 
same problem - no XML file in Cities_Skylines directory
ShiaLaBunion5 6 Apr, 2023 @ 8:27am 
Probably needs an update sadly. My town will have to live with the terrible ugly temp highways lol
KrysztaU 23 Mar, 2023 @ 2:13pm 
Unfortunately same problem as @WeatherFox and @foca - no XML file in Cities_Skylines directory :steamsad:
Andocromn 7 Nov, 2022 @ 3:51pm 
How can I adjust the unlock of pedestrian areas, self-sufficient buildings, and organic and local produce? Source code available? TY
roberto tomás 29 Jan, 2022 @ 11:42am 
this is basically working for me but I notice that my milestones for things like districts dont trigger unlock until I reach the next milestone when loading a save game. It would be awesome if you could force a manual revisitation of the milestones at load
roberto tomás 26 Jan, 2022 @ 10:05am 
@lesley find move these in to the first milestone:
<Feature name="Districts" />
<InfoView name="Districts" />
roberto tomás 26 Jan, 2022 @ 10:01am 
did anyone else find that the unlocks work fine on first run, but on loading a save game they do not unlock?