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Dev Diary: Decorations Patch

Hi everyone. We’re back with a development diary as patch 1.1.8, also known as Decorations Patch, is almost ready for you. Yes, it isn’t Detailer’s Patch #2 as this patch is not as big as the last one, but we hope you will still enjoy it. Since we wanted to get the homeless fix out as soon as possible and the decorations menu was ready to ship, we decided to bundle them together, along with a bunch of other bug fixes of course. Today, we’ll go through the new menu, how props work, and what has changed with homelessness. So let’s dive in!

[h2]DECORATIONS MENU[/h2]
We have been impressed by the creative use of the many props included in the game and when we first started putting Detailer’s Patch together, we knew we wanted to include an official and supported way to access them. For those who aren’t aware, it’s been possible to access and place props through developer mode, but as the name suggests, this isn’t a feature intended for everyday use, and as such can break things. So we’re excited to introduce the new Decorations Menu as part of the Landscaping options bringing you access to many props you can use to decorate your cities.

Add a personal touch to any empty area of your city using the props in the decorations menu

Landscaping now includes 8 new categories packed full of props, from stones in Nature to benches and fountains in Park to crates and silos in Industrial Props. We looked at all the existing props in the game and selected the ones that both make sense and work when placed in game. As an example, we haven’t included props that only make sense when placed on a building, like chimneys or air condition units, as prop placement on buildings is not supported. In total, you will have access to 298 props to decorate any area of your city that needs a little something extra.

Placing a prop from one of the new categories works a lot like placing trees or buildings. They have a collision area based on the item’s size and shape, and just like trees, they can be placed on top of surface areas to create beautiful plazas or manicured gardens. Once placed, they can be selected, moved using the Relocate button in the Selected Info Panel, or removed using the Bulldozer. And perhaps best of all, props are free to place as they are decoration items that don’t impact the city - well, besides making it look cool of course!

Create plazas, parks, gardens, back alleys, or more using props and surfaces

[h2]HOMELESSNESS[/h2]
Now, let’s talk about homelessness in the game. When citizens lose their homes, either because they cannot afford them or because they get destroyed, they become homeless. If they can afford it, they will leave the city, and if they cannot, they will find temporary shelter in your city’s parks or abandoned buildings. This is where they tended to get stuck, unable to find new homes or leave the city. Patch 1.1.8 contains a series of fixes to make sure those homeless households have a chance to get back on their feet.

Previously, we had a random check for whether homeless households would look for suitable homes in the city. This has been removed so with patch 1.1.8 homeless will always try to find a suitable home in the city. But that in itself isn’t enough, it requires homes for them to move into, and that those homes are not filled by newly created households instead of the city’s homeless population. To ensure this, homelessness now affects demand in two ways. It causes fewer new households to spawn while increasing the demand for high density residential housing.

Depending on how many homeless households your city has, it may take a while before all of them get back on their feet or find their way out of the city, but you can help the process along by fulfilling the demand for residential zoning and providing public transportation out of the city, such as intercity buses or trains.

That brings us to the end of this development diary. We hope this has given you some idea of what to expect for the next patch, and we will of course release the full patch notes when patch 1.1.8f1 goes live. We’re excited to see what you create using the Decorations Menu, so don’t hesitate to post screenshots (and tag us on social media if you do) showing off your creations!

Города не построим — Cities: Skylines 2 для консолей перенесли на неопределенный срок

Paradox Interactive объявила печальную новость для консольщиков — градостроительный симулятор Cities: Skylines 2 для PlayStation 5 и Xbox Series X|S перенесли на неопределённый срок.

Patch Notes 1.1.7f1 - Hotfix

Hi everyone! Before we start our holiday break, we have a quick hotfix for you resolving a few issues introduced in patch 1.1.6f1.

Please note that the Hotfix is only live on Steam and we are currently waiting to pass certification on Microsoft Store. The hotfix will be live on Microsoft Store soon after we pass certification and we will be sure to keep you posted. This would also allow us some extra time to look into any issues that may come up before the summer break.

We’ll be back in the office on the 5th of August and continue investigating the bug reports we have received, including the issue with homelessness and crime.

Remember: A new patch can cause compatibility issues with mods. If you have issues, please disable mods and wait for them to be updated by modders. See this thread for more information.

[h3]Gameplay Fixes[/h3]
  • Made improvements so Post Offices can now receive varying load sizes of mail. Additionally, delivery vans can transport mail.
  • Adjusted utility consumption, capacity, construction cost, and upkeep of the Small Post Office and its upgrade.
  • Fixed missing icon for Radio Mast Wireless Network Antenna upgrade.


As we had a few patches in quick succession I’ll leave a link to the previous two patch notes. I recommend taking a look if you missed them as they include some major changes.

https://store.steampowered.com/news/app/949230/view/4188991035537036941?l=english
https://store.steampowered.com/news/app/949230/view/4244161399611889013?l=english

Detailer's Patch #1 - Patch 1.1.6f1

Hi everyone. Today's patch includes fixes for some of the issues reported with patch 1.1.5f1, also known as Economy 2.0, as well as some new free content. Our art team has been working on new service building variations and additional theme vehicles to expand the options you have. For those of you who enjoy detailing, we have added an Age Selector to the Tree Placement Tool for more control over your trees, and the Surface Tool which allows you to add 11 different surfaces to your city. As the #1 implies, this is only part 1 of "Detailer's Patch" as we want to address the feedback we've received and improve the support for this play style. More information on what else we have in the works to come.

For now, we hope you will enjoy the new additions and bug fixes. Thank you to everyone who reported bugs or shared constructive feedback, and to everyone who has filled out the survey. We've already started looking into how we can tweak balancing in the future based on your responses.

And as always, if you encounter any new issues following this patch, we'd appreciate a bug report here:
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

We wish you a wonderful July and look forward to continuing development when we're back in the office in August.

Remember: A new patch can cause compatibility issues with mods. If you have issues, please disable mods and wait for them to be updated by modders. See this thread for more information.

........................................................................................................................................................................................................


Patch 1.1.6f1


[h3]New Content[/h3]
  • Zoneable Roundabouts
    • 8 New Roundabout Decorations
  • Age Selector Added To The Tree Placement Tool
  • Surface Tool
    • 2 Concrete Surfaces
    • 2 Grass Surfaces
    • 2 Pavement Surfaces
    • 2 Sand Surfaces
    • 3 Tile Surfaces
  • 27 New Service Building Variations
    • New Small Water Tower
    • New Small Medical Clinic
    • New Urban Fire Station
    • 4 New Education Buildings
    • 2 New Police Stations
    • New Small Post Office
    • 6 New Public Transportation Buildings
    • 5 New City Parks
    • 6 New Parking Lots
  • 4 New Vehicles
    • New North American Garbage Truck
    • New North American Snowplow
    • New North American Passenger Train
    • New European Cargo Train Engine


[h3]Gameplay Fixes[/h3]
  • Fixed offices downscaling their amount of workers until they only have 5/5 workers.
  • Fixed industrial company worker max amount not updating correctly.
  • Fixed Reliable Mail Service happiness factor affecting citizen happiness even without any Post Service Buildings.
  • Fixed wages being doubled when service buildings are upgraded, causing too high service costs
  • Fixed the UI upkeep section calculated the wages two times if the building has upgrade building
  • Fixed flooding near the building when relocating the Advanced Water Pumping Station.
  • Fixed evacuation bus and prison van passengers being counted in public transport stats.
  • Fixed some citizens remaining teens for their whole life.
  • Fixed virtual office products like Financial and Software trading not working between companies.
  • Fixed the missing audio effect from the Geothermal Power Plant.
  • Fixed company profitability not considering that the storage is full.
  • Fixed resource seller pathfinding not working when companies try to find office products.
  • Improved storage of virtual products produced by office companies to be limited to 100000, the same as the physical product storage limit. Office companies will now stop producing if the output products reach 100000 in storage.
  • Improved pollution decay over time on water.
  • Increased Noise and Air Pollution coming from Highways.
  • Removed Noise Pollution from Solar Power Plant.
  • Added workplaces for Small Parking Lots.
  • Added air pollution reduction to the Landfill Waste Recycling Unit.
  • Balanced Well-being and Park stats of Elementary School Playground, High School Sports Field and University Park
  • Elementary School Playground and University Park Upgrades now require the Large Parks node to be unlocked. High School Sports Field now requires the Large Sports Parks node to be unlocked.
  • Fixed building Selected Info Panel always opening upgrades options dropdown to the left to not overlap with section tooltips
  • Fixed broken label rendering in some economy/production details panel
  • Fixed intro tutorials (movement, rotation) would sometimes have glitchy text rendering
  • New translations added


[h3]UI Fixes[/h3]
  • Added navigation option to take into consideration size of items to fix a bug when small buttons in settings can not be selected as next item is considered 'closer' then button.
  • Added controller action (LS Press + Y) to toggle advanced options.
  • Added controller actions to search in options and clear search.
  • Added switch option section action
  • Added controller Right Stick Press as a modifier to give mods more options for binding. Actions that used Right Stick Press are rebound:
    • Continue tutorial to RPress + DPad/Right
    • Previous tutorial to RPress + DPad/Left
    • Focus task list to Rpress + Dpad/Up
    • Focus task advisor to Rpress + Dpad/Up
  • Added scroll hint to panels with scroll
  • Added icons for mouse actions in tutorials
  • Store which item was focused before search was activated and restore focus on it when search exit.
  • Select the first option in the list when a tab is switched.
  • Shrink option tab header to fit more tab buttons.
  • Show conflicts for built-in actions which can appear if the player changed keybinds and we added a new action that uses the same keybinds.
  • Improved multiline text option to use theme color.
  • Improved key binding conflict tooltip.
  • Improved tutorial balloon orientation in the electricity tutorial and water tutorial.
  • Fixed tutorial about Info Views panel does not appear after opening it for the first time.
  • Fixed money (and population) field tooltip trend style not updating correctly.
  • Fixed some building upgrades’ bonuses not being displayed in the building’s Selected info panel.
  • Fixed the color of the transportation vehicle that is no longer a part of the transportation line only changing when the mouse hovered over it.
  • Fixed Line Color selection window may move off-screen, if the Player opens it while having at least 11 created Transportation Lines.
  • Fixed the Milestones tab and pop-up showing an incorrect pool of development points that the player should receive during milestone 20.
  • Fixed Info Views panel not opening after placing Unique building.
  • Fixed already built and locked signature/unique buildings not being greyed-out and unique buildings that were built or are locked showing not enough money badge.
  • Fixed missing space in passenger and cargo count in Route or Line details Selected Info Panel.
  • Fixed scrolling through City Information showing incorrect descriptions in some cases.
  • Fixed map tile purchase bird’s eye view in unlock all tiles mode.
  • Fixed part of the User Interface being invisible if the Player opens it via City Services or Info Views.
  • Fixed opening the "Upgrades" panel of another building of the same type may prevent the construction of an upgrade adjacent directly to the building.
  • Fixed the Chirper panel not being fully scrollable with a controller.
  • Fixed a longer list of households not being fully scrollable with a controller.
  • Fixed option search field position while using controller.
  • Fixed a bug when controller focus jumps over narrow items (like buttons) in options.
  • Fixed a bug when tabs appeared without action hint and the hint appears within a few frames causing a visual glitch.
  • Changed scroll action buttons from dpad up/down to right stick up/down to be able use it together with navigation action
  • Fixed navigation action hints


[h3]Modding Changes[/h3]
  • Added the ability to set keyboard modifiers (shift, alt, ctrl) to mouse actions.
  • Added the ability for mods to create mouse bindings
  • Added formatting support to option description.
  • Several improvements to modding toolchain dependencies include a description and icons.
  • Streamlined directory picker option for mods to look and behave like any other option types in options. Added the ability to type path.
  • Added the ability to read action value as object (can be useful when action type is unknown).
  • Added display name override to input actions to easier control what display name should be set to an action in the current moment.
  • Environment variable values are updated during Unity Mod Project updating.
  • Added message dialog to modding options to show currently set environment variables (only available in developer mode).
  • Added scroll handler to error/message dialog.
  • Keybinding field can now be disabled.
  • Mod controller hints are now shown after built-in controller hints.
  • Fixed wrong conflict detection if one binding allows modifiers and another does not.
  • Fixed issue where the entire dropdown option field didn’t properly disable when dropdowns had no items.
  • Fixed copy button on dialog with details.
  • Fixed an issue when clicking "key binding conflict" notification does not open mod settings in-game pause menu.
  • Fixed a bug with updating the modding toolchain state to 'not installed' even when the player rejected uninstallation.
  • Fixed a bug when mod key binding was changed during the conflict resolution process, this changed key was not saved in a mod settings file.
  • Fixed a bug with auto-activation manually disabled input actions
  • Hide option group automatically if all its items are hidden
  • Use custom BindingButton and BindingKey instead of default GamepadButton and Key to provide additional controller
  • Escape markdown symbols when error text is copied
  • Store key modifiers in the same order everywhere so that it does not lead false positive detection of key rebinding when settings is saved/loaded
  • Do not set keybinding value to a setting property in case it was not actually updated in input manager
  • Fixed error when key binding has conflicts and user is trying to bind the same key
  • Fixed mod key binding value is not updated in UI in certain cases
  • Made a few key binding things public for modding purposes
  • Fixed false positive detection of binding changed while setting a new value


[h3]Paradox Mods[/h3]
  • Updated to version 1.6.0
  • Switched to pagination in browse view from infinite scroll when using mouse and keyboard
  • Added support for subscribe to all missing dependencies when on mod details view
  • Bug fix: Prevent multiple unsubscribe clicks on the same mod


[h3]Known Issues[/h3]
The Small Post Office doesn’t receive incoming mail to distribute in the city.

Office companies recover from the 5/5 worker count slowly, provided they’re able to make a profit in the city.

Office companies may not leave the city as they should when their building is removed. If you’re still seeing offices stuck at 5/5 workers or continuously losing workers, they are likely stuck in the city. You can force them out using this workaround:
  • Increase office tax to 30%
  • Let the simulation run until all office buildings are empty, which may take about a month in-game time. You can see empty office buildings (shown as grey) in the Profitability Info View, or check when you no longer receive any tax income from offices.
  • Once all office companies have left your city, set the tax back to your preferred level.
  • New office companies will start to populate your city.
  • Please note: You will likely not see any office demand for a while as you have many empty office buildings. This is completely normal. Office demand will return with time as the existing buildings fill up.


As an alternative that preserves the office demand, you can do the following:
  • Remove all office zoning in your city.
  • Let the simulation run until you have 0 tax income from offices.
  • Zone offices again where you want them.

Dev Diary: Tile Upkeep Explained

Hi everyone. As we have seen a bunch of questions about how the Tile Upkeep added in patch 1.1.5f1, also known as Economy 2.0, works, we created this mini development diary. We hope this will answer some of your questions and give a better understanding of why we added the Tile Upkeep, and like always we welcome your constructive feedback and questions that might pop up after reading this.

So, let’s start with the basics. The Tile Upkeep is a new administrative land cost applied to land you own. It’s a fee that the city pays to the government for expanding its city limits inspired by the real-world property tax paid for unused land. The first 9 tiles already unlocked when you start a city do not have a cost. You are only charged a Tile Upkeep once you expand beyond those. The upkeep cost is a percentage value of the map tile purchasing cost and the percentage value increases on a curve from 5% to 25% as more map tiles are bought. This means early map tiles have a lower upkeep cost but as more map tiles are purchased, the upkeep per tile also increases affecting all purchased map tiles’ upkeep cost.

X axis is the number of map tiles purchased, Y axis is the % of map tile purchase cost used to calculate the map tile upkeep costs.

When we were designing the Economy 2.0 update, we felt that more management features should be taken into consideration when you build your cities. Based on the feedback from you all following the release and from the closed beta group during the development of Economy 2.0, we came to the conclusion that the game was not challenging enough, especially in the later part of the game. And with the lack of a proper challenge being successful didn’t have the impact we wanted it to have. Growing the city’s limits is a natural way to progress through the game, so implementing an upkeep cost to map tiles was a good way to pace the gameplay, especially in the latter half where the city size grows rapidly and the map tile expenses reflect that. Our goal with the Tile Upkeep cost is to bring you more meaningful choices as you expand the city so you don’t just have to consider where to expand to, but also whether your city can sustain such an expansion. All in all we feel it strengthens the game pacing and improves the gameplay experience.

Of course, this new cost affects your ability to reach the edge of the playable area and create new Outside Connections, so let’s talk briefly about the cheapest way to create them early on. If you haven’t already noticed, map tile costs are affected by what is available in them - buildable land, resources, etc - making tiles with a lot of water the cheapest. This makes buying ocean tiles the absolute cheapest way to go if your city needs that new Outside Connection as soon as possible. You can then create a bridge or pipeline to the edge of the playable area. Or you can use the terrain tools to create a more realistic landbridge and build a road on top of it, but keep in mind that more land inside the tile affects its upkeep cost.

The UI has been updated to show not only the cost of new tiles but also the Tile Upkeep they come with.

If you’re continuing an existing save, you may have unlocked a lot of map tiles that now come with a high Tile Upkeep. You may be able to expand your city to build additional tax income to offset this cost, but if you have built villages or rural towns on the map using either Unlock All or a mod to unlock map tiles, that may just be too much to cover. In that case, we recommend enabling Unlock Map Tiles under Map Options the next time you load your save. While this does disable achievements, it also disables the Tile Upkeep so you can continue your city. This option is also great if you enjoy building small towns or villages and don’t want to skip the Milestone progression.

We have already seen some great feedback on the Tile Upkeep, both from those who like it and those who don’t. We will continue to follow discussions about the current state of the game, not only in regards to the Tile Upkeep, so we can further refine the gameplay and balance to provide the best possible experience for you while maintaining our goals for the game. We also have a survey where you can share your thoughts, currently available through the launcher.

Please keep in mind that iterating game features and balance takes time, so even when we agree with your feedback, we may not be able to address it for a while. Nevertheless, we greatly appreciate you taking the time to share your thoughts about the game and the changes we make. We look forward to reading it and continuing development in the fall. Thank you for being a part of this journey.