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Cities: Skylines News

Race Day, Iconic Brutalism, and Renewed History is live!

[p][/p][p][/p][p]The wait is over, mayors. The anniversary content for Cities: Skylines is live now.[/p][p][/p][p]Starting today, you can hit the streets with Race Day, the brand-new expansion developed by Tantalus Media. Build dedicated racing venues, map out running and cycling routes through your city, and line the roads with cheering crowds as competitors speed past your skyline. Whether you’re designing a professional circuit or weaving a course through downtown, it’s time to bring a new kind of spectacle to your city.[/p][p] [/p][p][dynamiclink][/dynamiclink][/p][p]Also available today:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink] [/p][p]Alongside the paid content, a free patch is now live for all players, adding road fences and a new Employment Info View, giving you clearer insight into how your workforce keeps the city running.[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Everything launching on March 10 will be available separately, or together in the Race Day Bundle for $23.75 / £20.15 / €23.99, which saves you 18% if you want the full set.[/p][p][/p][p]Update your game, load up your favorite save, and let the celebrations begin.[/p][p][/p][hr][/hr][p][/p][p]1.21.1-f4 Patch Notes[/p]
  • [p]Implemented Race Day DLC.[/p]
  • [p]Implemented the two Content Creator Packs.[/p]
  • [p]Implemented 8 Gear Radio.[/p]
  • [p]Added Employment Infoview.[/p]
  • [p]Added the Fence tool that allows fences to be placed along roads.[/p]
  • [p]All fences can now be flipped in direction using the upgrade tool, in the same way road directions can be flipped.[/p]
[p][/p][p]Coming soon: we are already working on an update to expand the modding support for Race Day so players can customize the racing experience even more. Stay tuned for more info![/p]

Race Day Patch 1.21.1-f4 - State of Mods and Patch 101

[p][/p][p][/p][p]On March 10 at 10 AM CET, the latest patch for Cities: Skylines will go live. Along with the new Expansion, there is also the free patch, given to and released to EVERYONE who owns the game.[/p][p][/p][p]There are significant changes in the code for this patch, so this update will probably break many mods. If you use mods, this is good information to have for tomorrow.[/p][p][/p][p]While some modders have been able to update their mods before this update goes live, they might not be able to update their mods as soon as it goes live.[/p][p][/p][p]We understand that picking up an old project from many years ago isn’t always the easiest, and with all the changes that are included in this patch, we ask that you give your favorite modders time to update their mods. Please don’t bug them to update their mods; they’re probably already working on it. 🙏[/p][p][/p][p]With this in mind, we have dusted off the cobwebs of this old Patch 101, updated it, and adjusted the text that needed adjusting. We think that it should help with sharing the basic knowledge of what a Patch can do to your mods, and what you can do to start playing faster. BUT FIRST;[/p][p][/p][h3]! Don't Panic ![/h3]
  • [p]Do you play without custom community content?[/p]
[p]If you play without mods, you can enjoy everything the Expansion, Content Creator Packs, and Free Update provide at the time of release.[/p]
  • [p]Do you play with custom community content?[/p]
[p]If you use mods, there may be issues when you try to launch the game at the time of release. This is because some mods you rely on may be broken, and if you try to play without them, the game will be altered/glitched/broken.[/p][p][/p][hr][/hr][p][/p][h3]Table of Contents:[/h3]
  1. [p]Patch Day 101[/p]
  2. [p]Back up your save files[/p]
  3. [p]In-game warnings about compatibility[/p]
  4. [p]Dealing with broken mods
    [/p]
[hr][/hr][p][/p][h3]1. Patch Day 101[/h3]
  • [p]Everyone receives the new patch. See here to learn more about the content included in the free patch.[/p]
  • [p]Because new features and code changes are introduced into the base game, mod creators may have to implement their code in a new or different way.[/p]
  • [p]Many mod creators have been given early access and have been able to work on their mods ahead of time, but these might not update immediately.[/p]
  • [p]Please be patient. Everyone has a personal life and might be unable to update a game mod immediately at launch. Do not bug creators to update their mod.[/p]
  • [p]If you want to play the Vanilla game while you wait for mods to be patched but don't want to unsubscribe from your Workshop items, you can temporarily add --noWorkshop to the game's Steam launch options to disable all mods and custom assets.[/p]
  • [p]However, remember that some save files will not load if some critical mods and assets aren't enabled; in this case, you will need to wait.
    [/p]
[hr][/hr][p][/p][h3]2. Back up your save files[/h3]
  • [p]Make a backup of your most recent save file by copying it to your desktop so that you don’t accidentally overwrite it. Once your required mods have been patched, copy this file back to the previous folder, and you should be able to load it safely. Save file locations are listed below: [/p]
[p]Windows:[c] %LOCALAPPDATA%\\Colossal Order\\Cities_Skylines\\Saves[/c][/p][p][/p][p]Mac: [c]/Users/\[username]/Library/Application Support/Colossal Order/Cities_Skylines/Saves[/c]
[/p][p]Linux:[c] $XDG_DATA_HOME/Colossal Order/Cities_Skylines/Saves[/c]
[/p][hr][/hr][h3]
3. In-game warnings about compatibility[/h3]
  • [p]The November 2022 Free Update introduced a pop-up and an icon to the in-game content manager stating whether or not a mod was made for the current version of the game.[/p]
  • [p]The icon is advisory in nature; it just means that the mod you're using has been packaged up using the previous version of the game.[/p]
  • [p]Because the game can't do automated testing against mods with unknown code, it just looks for and compares version numbers and adds the icon, just in case.[/p]
  • [p]Many mods might work with the update, even though the icon may show it was made for a previous version.[/p]
[p][/p][hr][/hr][p][/p][h3]4. Dealing with broken mods[/h3]
  • [p]If you use a mod that you know to be broken, UNSUBSCRIBE FROM IT.[/p][p][/p]
  • [p]If you use two mods that are similar or different versions of the same mod, PICK ONE, TYPICALLY THE MOST RECENTLY UPDATED ONE. Check the description of the mod on the Steam Workshop for information about compatibility.[/p][p][/p]
  • [p]Disabling mods in Content Manager is not the same as unsubscribing from them. Disabled mods might still run code, and if they're incompatible with other mods, old, or broken, they can still cause issues. Always unsubscribe from mods instead of simply disabling them.[/p]

Dev Diary - Iconic Brutalism by Cristolisto

[p][/p][p][/p][p]Howdy y’all! [/p][p][/p][p]My name is Cristolisto, and I'd like to welcome you to my developer diary, where I'll be sharing insights into the creation of my content creator pack: Iconic Brutalism.[/p][p][/p][p]Since November 2015, I've been designing and publishing assets for the Cities: Skylines Steam Workshop, with a primary focus on North American commercial buildings, educational buildings, and public transit vehicles.[/p][p]I'm a Houston, Texas native inspired by architecture and trains, which I express through my creations.[/p][p][/p][h3]What’s Included:[/h3][p]This content creator pack features a collection of 26 buildings. The pack includes:[/p]
  • [p]2 Healthcare buildings[/p]
  • [p]2 Police Stations[/p]
  • [p]2 Fire Stations[/p]
  • [p]1 Crematorium[/p]
  • [p]3 Metro Stations[/p]
  • [p]3 Plazas[/p]
  • [p]1 Elementary School[/p]
  • [p]1 High School[/p]
  • [p]1 College[/p]
  • [p]1 Library[/p]
  • [p]5 Unique Buildings[/p]
  • [p]1 Oil Power Plant[/p]
  • [p]1 Garbage Incinerator[/p]
  • [p]1 Water Tower[/p]
  • [p]1 Water Treatment Plant[/p][p][/p]
[p][/p][h3]Development[/h3][p]When I suggested this pack, some of my goals were both to design striking architecture and to preserve buildings that had been demolished. For example, the Brutalist Clover Building draws inspiration from the Prentice Women’s Hospital, a famous Chicago brutalist building demolished in 2014. The college asset is based on Farish Hall, which is scheduled for demolition in Houston in 2025. [/p][p][/p][p]My interest in brutalist architecture comes from its bold, raw concrete aesthetic. I chose Brutalism because it stands out and tells a story. Whether you see it as beautiful or intimidating, it makes you feel something.[/p][p][/p][p]To gain inspiration for my project, I began by exploring examples of brutalist architecture around Houston so I could experience them firsthand. I went to the Alley Theatre in downtown Houston and Farish Hall at the University of Houston and took some photos that would eventually be used as textures for some of the buildings.[/p][p][/p][p][/p][p]Photos of brutalism I took around Houston.[/p][p][/p][p]For this pack, I wanted to focus on service buildings. There’s a brutalist choice for all base game services, plus a few unique buildings. I drew inspiration from well-known brutalist structures, such as Boston City Hall. While creating the assets, I focused on ensuring that each service building's appearance clearly conveyed its purpose, allowing observers to identify their functions at a glance.[/p][p][/p][p]My goal was to craft designs that are instantly recognizable while also being visually distinct from one another. Throughout the process, I tried to balance realism with creativity, ensuring that each structure would feel authentic within a city but also spark curiosity and appreciation for this architectural style.[/p][p] [/p][p]While designing the assets, I intentionally incorporated elements inspired by the cyberpunk aesthetic into some buildings. This choice was made because the genre frequently features brutalist architecture. This fusion of cyberpunk and brutalism allowed me to experiment with lighting, signage, and unconventional building shapes, resulting in structures that feel both futuristic and grounded in reality. [/p][p][/p][p]Small Service buildings being developed in Blender with the intention of fitting nicely in a Cyberpunk environment.[/p][p][/p][p]Brutalism is a good style for building public transport places. I made designs for three metro stations that all follow the same design language, so the whole metro system can have matching station buildings. There is an elevated, ground, and underground station to use in this pack.[/p][p][/p][p][/p][p]Ground metro station with platform lights inspired by the Washington Metro.[/p][p][/p][p]Green Brutalism played a significant role in shaping the distinctiveness of most of this pack. This architectural approach, also referred to as eco-brutalism, integrates greenery with the characteristic concrete elements of brutalist design. Mixing plants with buildings makes them nicer and more inviting for people to visit or live/work in.[/p][p]
[/p][p]The High School features a green roof terrace designed to provide students with access to outdoor space and fresh air.[/p][p][/p][p]Working on the Brutalist High School was an enjoyable project. All the high school buildings I've shared on the Steam Workshop are my original creations, each designed to reflect the era I intended. They're also realistically sized, featuring every room a school typically requires. To illustrate my vision for each high school building, I've included a fictional floor plan that outlines what I had in mind during the development process. The Brutalist High School follows this same approach, combining an original design with a custom floor plan.[/p][p]
[/p][p]Fictional floor plan of the high school.[/p][h3]
Testing[/h3][p]Testing the different biomes was needed to ensure the assets looked good in each one. The testing showed that brutalism looks great in both hot and cold environments. Using the assets in Snowfall needed extra work to make sure snow would not build up in certain areas. I went back to each building to paint the vertices in Blender. Vertex painting using hex colors #FFFF80 removes snow build-up and #FFFF00 to remove both snow and ice. The results are realistic snow on each building.[/p][p][/p][p][/p][p]Vertex painting in Blender.[/p][p][/p][p][/p][p]The effect of Vertex painting in-game. No snow build-up on walkable areas and no ice on the helipad.[/p][p]
[/p][p]All buildings in a snowfall testing map.[/p][p]
[/p][p]Testing night lighting.[/p][h3]Conclusion[/h3][p]I hope this helps explain how I made this pack. This was a very fun pack to create, and I hope you enjoy adding brutalist architecture to your cities![/p][p][/p][p]Below are some more of my Screenshots showcasing some of the buildings![/p][p][/p][p]Thank y’all for reading,[/p][p]Cristolisto[/p][p][/p][p]Find more of my work:
Paradox Mods: https://mods.paradoxplaza.com/authors/Cristolisto
Steam Workshop: [dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]
[/p]

You can play Cities: Skylines for free this weekend, ahead of the launch of its first expansion in 2 years




While Cities: Skylines 2 has been sucking up all the oxygen with its bungled launch, severely delayed updates, and developer switcheroo, Colossal Order's original city-builder has been enjoying the quiet life. An update here, a community pack there, the odd free weekend away. It's like a retired middle-manager thriving in its dotage while its replacement burns the office down...
Read more.

Dev Diary - Renewed Cities by Brum

[p]Hello everyone![/p][p][/p][p]Welcome to my Developer Diary about the Content Creator Pack: Renewed Cities for Cities: Skylines.[/p][p]
First of all, let me introduce myself: I’m Brum, a Brazilian architect and designer passionate about architecture, urbanism, and a big fan of Cities: Skylines. [/p][p][/p][p]Living in a tropical country, I’ve always loved assets that represent my place and culture. But, there weren’t as many of them on the Workshop as I’d like. That’s why, at the end of 2022, I started learning 3D modeling and began creating Brazilian historical buildings and contemporary assets from tropical countries.[/p][p][/p][p][/p][p][/p][p]Some assets from my Workshop, which I opened in 2022.[/p][p][/p][p]However, Renewed Cities goes beyond. I wanted to bring something that would connect with players from all around the world. It’s a pack inspired by cities that have found bold ways to renew their urban centers without erasing their history. By blending the old and the new, these cities have transformed urban life and created extraordinary landmarks.[/p][p][/p][p]All assets in Renewed Cities embody this contrast between old and new, with steel, glass, and concrete structures emerging from traditional buildings. While the historic parts connect seamlessly with nearby classic architecture, the contemporary additions introduce unexpected elements that will reshape your city’s skyline.[/p][p]
[/p][p]Initial mood board for Renewed Cities, featuring inspirations from Toronto, Rio de Janeiro, Buenos Aires, NYC, Hamburg, Lyon, Antwerp, and more.[/p][h3]RESEARCH & CONCEPT[/h3][p]To define which assets would be created and what their style would be, my research was guided by two key aspects: Function and Form.[/p][p][/p][h3]Function[/h3][p]Urban planners are always looking for ways to attract major companies and new residents to revitalize downtown areas. In addition, cultural, educational, sports, leisure, innovation, and creative economy spaces, along with social housing and parks, are key components of such renewal projects.[/p][p][/p][p]Contemporary urbanism, which aims to bring all these functions close together to create vibrant, livable cities, inspired my decision to design a CCP featuring a wide range of functions: office buildings, residential buildings, unique buildings, service buildings, and parks.[/p][p][/p][h3]Form[/h3][p]After defining my list of assets, I conducted extensive research on architectural styles. I compiled a panel with around 800 visual references from across the world that I might want to add to my pack.[/p][p][/p][p][/p][p]At the end, I arrived at this long list, outlining the main design guidelines for the project.[/p][p][/p][p][/p][p]For each asset, I created a moodboard with three final references. In the next phase - modeling - I’ll try merging these ideas to see whether the envisioned concept will result in cool assets.[/p][p][/p][p]
[/p][h2]MODELING[/h2][h3]Basic Volumes[/h3][p]Based on the moodboard, I built a simple volumetric model for each asset, studying their scale within the city, approximate footprint, and height. After placing them together, I adjusted some proportions to bring greater impact and diversity to the overall set.[/p][p][/p][p][/p][p][/p][p]Basic volumetry of the proposed assets.[/p][p][/p][h3]Final Modeling[/h3][p]With the basic volumes and moodboards defined, I began the detailed modeling of each asset. The main challenge from this point on was to produce a significant number of assets and landmarks within a limited timeframe. In the case of Renewed Cities, each asset was essentially two - one historic and one contemporary - fused together. The first step, therefore, was to systematize the workflow. [/p][p][/p][p][/p][p]The first 10 modeled assets.[/p][p][/p][p]For the historical part, I created modular pieces that could be assembled to form buildings quite different from one another. I also included special elements such as domes, pediments, and porticos, which are essential for distinguishing and personalizing each building.[/p][p]
[/p][p]The Flagship Store and the University share some of the same façade elements.[/p][p][/p][p]For the contemporary parts of the assets, however, I worked in a more free way due to their geometric diversity and complexity. Each one should look as if it were designed by a different architect, with their own distinctive style.[/p][p]
[/p][p][/p][p]Museum, Sports Center, Library, and University are four of the most complex models in this CCP.[/p][p][/p][h3]Tris count[/h3][p]In modeling, the triangle count is crucial to ensure good in-game performance. Basically, you need to decide which volumes will be physically modeled and which will be represented through textures only. If a good number of volumes can be made by textures, then you achieve a reasonable tris optimization. In Renewed Cities, almost all assets range between 15K and 20K tris.[/p][p][/p][p][/p][p][/p][p]The historic façade of the University has few tris. Many decorative details are created with textures only.[/p][p][/p][h2]TEXTURING[/h2][p][/p][p]When creating building assets, I consider texturing to be the longest and most challenging stage - it requires patience and close attention to detail.[/p][p][/p][p]Renewed Cities features a wide variety of architectural styles, which translates into a large number of textures. The historical architecture includes four distinct styles with many façade details. The contemporary part, in turn, showcases a multitude of materials and construction techniques that give each landmark its own character.[/p][p][/p][p]The assets in this CCP are not replicas, so there was plenty of room for texture experimentation. One of the initial concepts was to create buildings where form and materiality reflect their function. For example, the Elementary School was designed like a building-block toy, featuring vibrant colors. The Innovation Hub has a high-tech shape and textures. The Police Headquarters presents an austere architecture that conveys solidity through exposed concrete. And the Lofts Skyscraper, with its sinuous outline and large balconies, clearly represents a sleek, modern luxury condominium.[/p][p][/p][p][/p][p][/p][p]The Elementary School, the Innovation Hub, the Police HQ, and the Lofts Skyscraper in Blender.[/p][p][/p][p]To produce the textures, I primarily used Photoshop and AI tools. The AI-generated images were later refined and edited manually in Photoshop - after all, nothing replaces human sensitivity.[/p][p][/p][p][/p][p][/p][p]
Example of the six texture maps for the Police HQ in the picture above. At the top, the diffuse texture (_d) is edited in Photoshop and tested multiple times on the 3D model. Later, it is also tested in the game editor, along with the other texture maps: alpha (_a), color (_c), illumination (_i), normal (_n), and specular (_s).[/p][p][/p][h2]GAME EDITOR[/h2][p]Importing the mesh and textures into the Cities: Skylines editor allows previewing the asset in-game, across all variations — map types, snow, day, and night. But that doesn’t mean the process is finished. Based on what the editor shows, textures are further refined in Photoshop and re-imported into the game as many times as necessary to achieve a perfect balance of color saturation, reflections, and nighttime lighting.[/p][p][/p][p][/p][p][/p][p]A set of assets viewed in the late afternoon, when the first city lights begin to turn on.[/p][p][/p][p]Only when the textures are 100% finalized do I begin adding decorative elements. These bring life and richness of detail to the assets. Renewed Cities feature many open-air leisure spaces, such as parks and large terraces, so these elements play a key role in defining the atmosphere.[/p][p][/p][p]Fortunately, the game includes a wide variety of vanilla decorations, which make it possible to create anything from refined nighttime lighting to beautiful landscaping projects. To complement them, this CCP also includes a set of contemporary design props related to outdoor living - café tables, chairs, lounge chairs, tents, bar, and more.[/p][p][/p][p][/p][p]Sports Center terrace with various props from CCP Renewed Cities.[/p][p][/p][p]When it comes to parks, Renewed Cities offers a variety of sizes to fit different lots, ranging from 2x2 tiles to 8x16 tiles. The three largest parks can even be combined to form a large Central Park-style complex measuring 24x16 tiles. The pack also provides standalone decorative elements, allowing you to use in-game tools to design your own custom parks on an even larger scale.[/p][p][/p][p][/p][p]View of the three 8x16 parks, forming a large central park.[/p][p][/p][h2]LODs[/h2][p][/p][p]With the assets finished, it’s time to create the LODs. As many players know, an LOD (Level of Detail) is a simplified version of the asset with a reduced tris count and texture size - like a miniature model that replaces the main one when the camera zooms out, helping optimize the game’s performance.[/p][p][/p][p]The greatest challenge in creating a good LOD is to avoid a noticeable transition during zoom in and zoom out, when the full model switches to the simplified one. Some LODs had to be reworked multiple times to make this transition smooth and almost imperceptible.[/p][p][/p][p][/p][p][/p][p]Comparison of the main mesh (left) with the LOD (right). While one should look perfect at the largest zoom-ins, the other should be as simple as possible.[/p][p][/p][p]________________________________[/p][p]
To conclude this Developer Diary, I've included below some screenshots of the Tempered Vanilla Theme at different times of day and night, without using color correction mods.[/p][p][/p][p]I’d like to express my gratitude for the privilege and creative freedom I was given to bring Renewed Cities to life. I’m excited to see what Cities: Skylines players’ imagination will create with these new assets. Thank you very much![/p][p][/p][p]Daniel Brum[/p][p][/p][p]Follow Brum here

Cities: Skylines 1 Workshop: https://steamcommunity.com/id/DBrum/myworkshopfiles/[/p][p]Cities: Skylines II Paradox Mods: https://mods.paradoxplaza.com/authors/DBrum[/p][p]Instagram: https://www.instagram.com/dbrum23[/p][p]
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