Getting the most out of Policies in Cities Skylines

Cities: Skylines475 views10 favorites21 min readby RagnarUpdated Nov 21, 2025View on Steam ↗

Key Concepts

Balancing Act

The core game goal is to grow a city in various dimensions: population, tourists, value, size, etc. As you do this, you have to balance various aspects to ensure that the city doesn't collapse in one or more ways. So the main driver on the player is the need to balance many variables so that the whole city grows and functions effectively. Typically time is not a factor but in several scenarios growth goals need to be achieved within set timeframes and this can require the use of every tool available to succeed.
Happiness
This is a top line number that is an aggregation of all other factors and demonstrates how likely your city is to grow or shrink. Growth can be by new zones being filled or existing zone buildings levelling up. Different zone types are impacted by different drivers to affect happiness.
Health and Lifecycle
Health determines the birth rate, death rate, lifespan and productivity of your citizens which in turn impacts the functioning of the city. Citizens go through five phases of life (Children, Teens, Young Adults, Adults and Seniors) are affected by different aspects of the city depending on the phase they are in. Health requires medical service coverage to improve and is proactively decreased by factors such as pollution and noise.
Education
Level of education has an impact on what jobs the citizen can work in and their wealth level and conversely different types of employers have different requirements so these two need to work in sync with each other.
Taxation
A large part of the city income will come from taxes, and typically residential tax will be the largest contributor. Tax levels also have an impact on happiness and growth of zoned buildings and can be set for each of the 6 different zone types. Lowel level zones tolerate higher tax levels, for example Industry/Comm/Offices 14% at L1, 13% at L2 and 12% at L3. Residential tolerates 14% at L1, 13% at L2/3 and 12% at L4/5.
Power & Water
These are the basics needs of all buildings, and different types having different needs. If zoned buildings do not have their needs met they will abandon leading to revenue and population loss. Demand for needs fluctuate due to other factors, and the supply fluctuates due to other factors.
Waste and Deathcare
The natural cycle of citizens accumulates aspects that need to be addressed to avoid unhappiness and abandonment. These are unavoidable and interplay with other factors to create challenges to growth that must be mamanged. Waste build up creates pollution which in turn makes citizens sick and leave.
Night/Weather/Winter/Disasters
The Day/Night Cycle, Dynamic Weather, Winter and Natural Disaster options serve to bring dynamism to the needs and behaviour of your city. The first two in particular will see changes in zone needs and tax revenues which adds extra dimensions as you balance services through city growth. While normal maps can see temperatures drop to levels which require heating (anything below 18C), Winter maps take this to a new level as well as add new Weather effects that impact traffic flow more directly. These can all be turned off for a simple, less dynamic game experience.
Traffic
Once your city is beyond a certain size, traffic flow becomes a large consideration as vehicles are required to provide many of the services your buildings need to function. Controlling and influencing traffic is a core strategic lever, both through transportation network design and city layout.
Tourism
Somewhat optional, but the attractiveness of your city provides an opportunity to earn money and drive activity from tourists. Tourists do not live in your city and but they spend money and use your transportation network in different ways to citizens. Managing the flow and amount of tourists is a consideration for city and service design.

Controlling Zoned Areas

Overview

Beyond the decision of where to zone and which zone to pick, zoned areas are not directly controllable by the player, so these policies provide a way to influence their happiness and growth.

Policies

Policy Name(s)
Usage
Industrial Space Planning
Doubles goods output of generic for a monetary cost without increasing workplaces, with a corresponding increase in tax income. Can be used to reduce imports by commercial zones without increasing the footprint of industry zones - note that truck traffic will increase so road network needs to consider this.
Industry 4.0
Increases production output 30%, reduces pollution and changes employment profile to higher education. Use to alter workplace mix to allow industry to employ more educated workers and allow it to be placed closer to pollution sensitive areas. This policy significantly adjusts the behaviour of industry and can be disruptive to existing buildings - good to use on new zones.
Filter Industrial Waste
Drastically reduces pollution from Industry zones, allowing for closer placement to other areas which may be sensitive.
Big Business Benefactor & Small Business Benefactor
These are companions to Industrial Space Planning, and increase goods sales of high/low density commercial for a monetary cost. Where there is an imbalance of goods production that is leading to exports or complaints of insuffienct buyers this can be used to target commercial areas to consume extra goods.
Let Go of Leisure
Leisure zones increase entertainment and attractiveness in exchange for earning no tax. This can be used to leverage leisure zones to function as stronger drivers of visitors and tourists, increasing happiness and activity in surrounding zones. While all commercial zones act as entertainment, Leisure zones have a stronger impact so this policy strengthens that.
Highrise Ban
This prevents high density residential/commercial and office buildings from reaching their highest tier. For HD Commercial and Office, this is useful to balance job needs as the last tier of those zoned buildings only have jobs for Well Educated or Highly Educated citizens. For residential, the benefit is less obvious, possibly can restrict population growth and a drive to obtain higher education.
High Tech Housing
Boosts Land Value for Residential in exchange for monetary cost which increases likelihood to grow and level up. This allows for control of levelling particular areas of the city which in turn increases tax value and spend.
Fishing License
Increases residential tax revenue in exchange for happiness and crime. Since happiness drives growth, this policy provides a short term revenue boost over long term growth.
Tax Raise/Relief for Low/High Residential/Commercial/Offices
Raises or Reduces the tax for the specified zone in the relevant area by 2%. Taxation has two relevant effects on zoned buildings: it impacts growth, and if it is too high it leads to abandonment. These policies allow a spread of three tax levels to be deployed across your city (i.e. 10%, 12% and 14%). Tax Relief can promote growth in a specific area, Tax Raise can slow growth in a specific area, and both can used keep higher level buildings happy while increasing the rate on lower level zones.

Affecting Happiness & Health

Overview
Happiness and Health of citizens have indirect benefits to your city, increasing productivity, revenue and reducing the need for services. Coarse-grained levers include the respective budget sliders or the constructing of more service / leisure buildings. The first option is city wide and the second option is not useful in temporary scenarios and comes with one off costs. These policies allow different groups of the population to be affected in a more targetted or temporary manner, and in particular Happiness can be used drive zone growth in specific areas of of the city.

Additionally, if the city has a particularly strong focus in one of the Industry, Campus or Pedestrian Areas, which have specific ROI then the policies available to those special areas can be used to target citizens in them. This allows for a more efficient use of funds as those citizens directly generate revenue and Healthier citizens live longer.

Policies
Policy Name(s)
Usage
Smoking Ban
Gain Health in exchange for Happiness in the area
Anti-Slip Studs (Winter Maps only)
Increases seniors health in exchange for cost. Seniors don't work but do spend money so this increases their lifespan.
Improved Work Safety Supervision (Industry Area)
Increase the Health of worker at this Industry Area in exchange for monetary cost
Student Healthcare (Campus Area)
Increase the Health of students at this campus in exchange for monetary cost
Sugar Ban (Pedestrian Area)
Increase lifespan/Health of citizens in this Area in exchange for an increase in crime
Workers’ Union
Increase Adult Happiness in exchange for 2% residential tax income reduction. Somewhat similar to Tax Relief policies as it can drive growth in different areas of the city.
Dolphin Safe Fishing
Increases Happiness significantly at the reduction in Fishing yield. It's not clear whether there has to be Fishing Harbours impacted for this to have affect, otherwise the downside can be avoided altogether.
Sustainable Fishing
Increases Happiness and Commercial tax at the cost of Fishing industry cost increase and yield decrease. Again, it's not clear whether this has to cover Fishing Harbours to have an affect otherwise it is possible avoid the downsides
Free Lunch (Campus Area)
Increase the Happiness of students at this campus in exchange for monetary cost.
Street Music (Pedestrian Area)
Increase commercial zone happiness in exchange for increased noise pollution in Pedestrian Area. This can be used to increase growth in pedestrian area commercial buildings.

Influencing Education and Work Decisions

Overview
Citizens gain education based on time and availability of service buildings but beyond that it is difficult for the player to fine tune. Conversely, employers have different education requirements which can mean that having tools to influence the decision-making of citizens in the city are useful.

Policies
Policy Name(s)
Usage
Education Boost
Young adults prioritise education over work, specifically University which should increase the proportion of Highly Educated Adults. This increases workers for Office, Industry 4.0 and IT Cluster zones
School’s out
The inverse of Education Boost, this encourages Young Adults to take jobs instead of going to University and therefore remaining at Educated level. Good to increase workers available for Commercial and Industry zones
Educational Blimps
Increases education across the city for free other than the cost of running Blimps. No real reason not to enable this one.
For-Profit Education
Reduces cost of education buildings by 50% for a reduction of Happiness in all citizens. If limited to an district, it only affects education buildings within that space. Given that the running costs for Universities are significantly higher than other levels of education, this can be used to specifically reduce their costs.
Universal Education (Campus Area)
Remove tuition fees for Campus Area to drive attractiveness and happiness of students. Useful to prioritise this campus area over other options in the city.

Fine Tuning Services

Overview
Citizens and zones require many services to function. There are times when it would not be appropriate to add a new building and the budget slider can result in waste since it is city wide. These policies allow for tuning either supply or demand of services so that they can be controlled more finely and these changes can targetted to specific producers or consumers in the city.

Policies

Policy Name(s)
Usage
Power Usage / Water Usage
Reduces usage of Power and Water in exchange for cost per building. Can be expensive for zoned buildings due to the cost structure, but for larger service buildings this can be cost effective. For example, the Nuclear Power plant is a large consumer of water at 1920 cubic metres while the unique factories, large transport buildings and high capacity service buildings are all large consumers.
Extra Insulation / No Electricity for Heat / Only Electricity for Heat
Even outside of Winter maps, when the temperature drops below 20C, citizens require heating. Without Heating infrastructure, this will lead to an increase in Electricity consumption. These policies can be used where there is insufficient heating to cover the whole city and you want to focus it in one area.
Pet Ban / Recycling / Recycle Garbage (Park Area)
These policies reduce garbage accumulation to slow the rate at which buildings need garbage collection. The tradeoff is either monetary or happiness so the one that is in abundance can be picked. Recycling Garbage only affects Nature Parks, which tend to be located on the outskirts of the city so this can reduce the number of tricks consumed with long trips if that is a factor.
Recycle Plastic
There are only two buildings that recycle was into raw materials, the Recycling Centre and the Waste Processing Complex, so if there is a focus on circular economies there aren't a lot of options. This policy can defer the need to build an extra Centre for an elevated ongoing fee.
Smoke Detector Distribution / Lightning Rods
These reduce the incidence rate of fires, the primary driver for Fire Service capacity. Fewer fires mean fewer vehicles are required. Storms are only present when Dynamic Weather or Disasters is enabled so if neither is on, Lightning Rods has no effect
Harsh Sentences / Match Security (Stadium)
Incarceration reduces the likelihood of citizens commiting further crimes, so if your prison has excess capacity this will increase the effect and should lower crime rates. Stadiums attract large numbers of people on match day which can spike criminal activity, so Match Security can be used as a more targetted approach that avoids the upfront cost of a new police station, for about the same weekly cost. This would be good if you have a significant sporting precinct around the stadium.
Free Wifi / Automated Sorting
There are two elements to the Post system. Firstly, buildings generate mail to be sent out, and in turn receive mail. Post Offices facilitate this mechanism, and Free Wifi is a way to reduce the accumulation if the offices are being overwelmed in an area. The second element to Post is Sorting, which involves the optional Sorting Centres - these take unsorted mail from your Post Offices and from neighbouring cities and can become overloaded if there is a large population. Automated sorting is a way to gain more throughput without building a new building.
Fast Recovery / No Re-Building
These policies are only relevant to Disaster Services. Note that even if Disasters are turned off, if you have the DLC, then burnt down buildings will require the Disaster Services to intervene. Fast Recovery speeds up the rebuilding process, reducing the workload on the Disaster Service to ready a site for rebuilding. This would be useful in the disaster scenarios. No Re-Building seems to be designed to allow for more control over which areas get rebuilt after disasters, probably so the population prioritises specific areas (presumably safer) after the desrtuction. This would be used in conjunction with Safety shelters so there is a ready population to shift
Visiting Scholars (Campus Area)
All the major Faculty buildings in Campus Areas have city wide impacts. These can be boosted for a monetary cost to improve their impact
Studded Tires
On Winter maps, snowfall on the road reduces the speed vehicles can travel by a significant amount, necessitating snow plows to clear it. Instead of investing in more service vehicles, this policy reduces the impact on vehicles and raises the speed they can travel, at a cost of increased road maintenance
Automated Tolls
If using Tolls to control major traffic routes, they will have a significant impact on speed and can cause congestion. For a meaningful reduction in toll fees, this reduces the speed impact. Given how low toll income is, this is generally a good idea to use.
Park Maintenance Boost
Increases the effectiveness of the parks service with needing an extra building. Somewhat more effective with more buildings since you will get greater coverage across the city.
Advanced Automation (Industry Area) / Improved Logistics (Industry Area)
These make your Industry Area more effective without the need to buy more buildings. The larger the area, the greater the overall boost so probably most useful on bigger sites that are highly profitable. This can be combined with the buildings the improved these factors for greater impact. This is analogous to Industrial Space Planning for zoned Generic Industry
Sponsorship Deals (Varsity Sports)
Reduces cost of sports in return for showing a sponsors logo - good to use if there are many arenas in the campus

Controlling Transportation

Overview

As the city grows, transport flow becomes a major aspect of the gameplay that needs to be solved for. There are two main side effects of traffic that need to be managed: congestion and noise. Congested roads prevent services and goods from being delivered which leads to flow on effects such as garbage pile up, dead bodies left and crime to rise - the end result of which is building abandonment. Noise has a significant effect on Residential zones, decreasing happiness, health and land value which reduces growth and taxation.

To manage congestion, the primary tools are installing public transport to get citizens out of cars and routing vehicles through higher capacity roads. Noise is managed by reducing large vehicle traffic through areas or choosing lower noise transport options. Citizens and vehicles make weighted decisions on their trip route and modes of transportation. Many of these policies shift those weights to influence that decision-making. There are also a lot of non-policy options to influence them too, some of which are listed beneath.

Policies
Policy Name(s)
Usage
Free Public Transport
Public Transport trips (excluding intercity trips) that start within the coverage area are free which increases the attractiveness of public transport to travellers at the cost of revenue from those trips. This is useful combined with good public transport to get residents out of cars in busy districts.
High Ticket Prices
The opposite of Free Public Transport, this decreases the desire for travellers to choose Public Tranport, in return for higher revenue. In some scenarios where the practicality of driving is very low because the route is slow this is useful to get extra cash, for example a cable car versus a windy dirt road. It raised prices 25% above the defaults (Tram: 0.8, Bus/Ferry: 1.0, Blimp: 1.15, Cable Car: 1.2, Metro/Train/Monorail: 2.0, Ship: 5.0, Plane: 10.0, Taxi: 10.0 per km)
Prefer Ferries
For a small fee per Ferry, increases the desirability of Ferry as a mode of transport. Most likely useful on river maps to encourage travellers to use the waterways instead of driving or taking busses across bridges. Since buses and ferries have the same ticket price they may have equal weights in preference by default.
Encourage Biking
Free policy to increase the likelihood of a citizen to own a bicycle and prefer riding over other means of transport. The tradeoff is reduced public transport revenue
Bike Ban on Sidewalks
This free policy is useful to force bike riders onto dedicated infrastructure in bike lanes and bike pathways. It can be used to shift bikes away from busier roads since the slower bikes impact traffic congestion at intersections, taking a longer but cleaner route.
Heavy Traffic Ban / Combustion Engine Ban / Old Town / Slow Driving (Pedestrian Area)
These policies restrict the travel of vehicle through an area, while letting vehicles travel to and from the area as required. They are valuable for shaping traffic flow for the purposes of reducing noise or controlling congestion. There will be times where even though road hierarchies are in place, the quickest path is straight through a redisdential area and these policies let you force a change without changing the roads. They generally all have no effect on highways, service vehicle or public transport. Some of these will drive higher public transport utilisation. Slow Driving reduces the road speed to 20 for all roads in the Pedestrian Area regardless of size, which is slower than the effect of a Toll Booth. Heavy Traffic Ban blocks large cargo trucks while allowing smaller, quieter delivery vans through. Combustion Engine Ban forbids all non-electric cars which means no delivery vehicles at all are allowed. Old Town is the strictest and only allows vehicles travelling to and from residences and businesses in the area.
Electric Cars
Reduces noise by mandating that car owners in the area must switch to electric cars. Existing residents unaffected but new residents will acquire electric cars. Can be used in conjunction with Combustion Engine Ban to shape passenger vehicle traffic routes and reduce noise.
VIP
More niche use case for shaping which citizens go to which shelters to help balance the capacities in time of evacuation and allow for bus routes to be tuned to districts.
Car Rentals (Airport Area)
Encourages incoming tourists to use cars in return for income. Use this when public transport access to the Airport area is limited to gain some extra income.
Deliver Everything (Pedestrian Area)
By default, in Pedestrian Areas, only buildings on Pedestrian Roads receive deliveries and service from Service Points. Since you can mix normal and pedestrian roads in the area this can lead to congestion from truck traffic. This policy lets you remove all of that traffic through the area in exchange for greater utilisation of the Service Points.

Other Tools
Since transportation is such a big part of the game, many of these policies work in conjunction with other tools to provide control as the city develops. These tools are:
  • Road Hierarchy - road speed is a key decision criteria for route planning
  • One Way Roads - limiting possible routes helps to shape decision making
  • Median Roads - roads with medians cannot be crossed when entering/exiting buildings so factor into vehcile routes
  • Toll Booths - effectively reduce speed to 25 and encourage alternate routes to be taken
  • Pedestrian Paths and Pedestrian Roads - provide walking routes that incentivise non-vehicle transportation
  • Bike Lanes on Roads/Bike paths - provide significantly higher speeds for bikes than footpaths or pedestrian paths making them more desirable
  • Bus Lanes on Roads - doesn't affect decision making but can reduce congestion for Buses
  • Bus-Only Lanes/Expressways - on permit Buses and Emergency vehicles so allow for dedicated routes
  • Tram/Trolley Bus Roads - these transport modes require specific roads so their routes can be more directly controlled than Buses
  • Parking spaces - the availability of parking spaces at the destination can influence a citizen's decision to drive or take other means

Increasing Tourism and Leisure

Overview
Citizens need entertainment to be Happy and increase their Land Value, while Tourism can becomes a significant aspect of a city. Tourists will come to a city if there are transport routes and significant attractions in the city. It can drive revenue without requiring services so these policies that provide levers to influence behaviour.

Policies
Policy Name(s)
Usage
Parks and Recreation / Prefer Parks / Book Fair / Airplane Tours / Advertisement Campaign (Varsity Sports)
These three policies increase the benefits of buildings that provide entertainment, for a monetary cost. Use these to increase the impact without consuming land with more buildings. Combine with Park Maintenance Boost for extra benefits. Airplane Tours only affects the Aviation Club but worthwhile in most scenarios.
Recreational Use
Increases the amount of tourists and tax revenue in exchange for higher police service cost. Can be targetted to areas but is cost effective city wide.
Tourist Travel Card / Boost Connections / Great Mainenance (Airport Area) / Hotel Discounts (Airport Area)
These increase inbound tourist travel through various transport modes, and will be more valuable the better the city is set up to monetise tourists through hotels, public transport and Tourism/Leisure commercial zones. Boost Connections at a fixed cost of $10,000/week only makes sense for larger cities with many transport options from outside connections (Intercity Bus, Train, Ship and Plane).
Ad Campaign (Concerts) / Premium Studio (Concerts)
Concerts provide entertainment and revenue and these policies increase the effectiveness of them for a monetary cost.
Come One, Come All (Match Day) / Subsidized Youth (Match Day) / Fan Club Support (Varsity Sports)
Winning a game at the stadium provides a Happiness boost to all citizens in the city, and these policies affect the changes of winning. Come One, Come All provides city wide free public transport on Match Days (about once per month) which is worthwhile since ticket revenue is low. Subsidized Youth at $9000/week only makes sense for large cities given the very high cost. Fan Club Support works well with significant campus sports setups.
(Park Area Policies) Main Park / Advertising Campaign / Animal Ethics / Even More Fun / Celebrate / Fine for Fireworks / Night Tours
Park Areas exist for entertainment and to draw tourists. They provide meaningful boosts to surrounding areas land value and Happiness. All of these Park Area specific policies provide boosts to their effects in different ways and to specific park types. These can be used to help focus visitors to specific parts of the city or to specific primary park areas that are most profitable. A few of these only have effect if the Day/Night cycle is enabled.

Other Tools
In addition to these policies, there are many ways to increase entertainment and attract tourists
  • Transit connections from outside: Intercity Buses, Trains, Ships and Aeroplanes
  • Parks, Plazas, Park Areas and Unique Buildings
  • Tourism Specialised Areas and Hotels
  • Concerts
  • Stadiums and Campus Sports
  • Campus Areas (exchange students)
  • Campus DLC Museums and the School of Tourism and Travel
  • Parklife DLC Unique Buildings that boost Tourism

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