1. Cities: Skylines II
  2. News

Cities: Skylines II News

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.

Patch Notes 1.1.5f1

Hi everyone! I hope you're ready for some long patch notes because 1.1.5f1 (also known as Economy 2.0) has a lot of changes for you!

Before we get into all of those we have one important note to add for existing saves: Your city will experience a temporarily increased death rate. Since the dev diary detailing what you can expect to happen with your saves, we have made changes to when citizens die. The changes add more variety so you don’t end up with a very large amount of seniors who all die around the same time. But to prevent these large future death waves, your city will need to say goodbye to some of its existing citizens.

Additionally, we have added a Tile Upkeep cost since the dev diaries, which you will want to keep an eye on, especially if you have used Unlock All or mods to unlock all map tiles. Cities that have unlocked tiles gradually as they become available through milestones are expected to be able to afford the land they own (perhaps with some adjustments to taxes and service budgets), but if your city is still small and has unlocked most of the map, you may want to enable Unlimited Money.

For a quick overview of everything you should keep in mind when loading an existing save, check out this thread.

We also want to thank you for all the feedback and bug reports you have shared. They have been very helpful in making these improvements and fixing issues. As always, we greatly appreciate your reports, and if you have any issues following this patch, please report them here.

We look forward to hearing your experiences with the patch. You're welcome to share your thoughts in this thread, in the main forum, or in the Suggestions section of the forum. Constructive feedback is very valuable to us and we greatly appreciate the time you take to share it with us. Now, let's get to the patch notes.

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 Notes 1.1.5f1


[h3]Building Upgrade Rework[/h3]
  • More control over upgrades from the Selected Info Panel of City Service buildings.
    • All upgrade types can be removed from the Selected Info Panel of a City Service building.
    • Sub-buildings can be removed by using the bulldozer as well.
    • Sub-buildings can be relocated.
    • Sub-building can be turned on/off.
    • Sub-buildings can be selected.
  • Sub-building upgrades can now be placed freely within a radius limit from the main building.
  • Updated City Service tutorial.


[h3]Economy updates[/h3]
  • Government subsidies for the city have been removed to make the economy more challenging and transparent.
  • Taxes and Services tabs in the Economy panel now unlock at milestone 1 and the Production tab unlocks at milestone 2.
  • Added “Import City Services” city policy to toggle import of city services from Outside Connections.
    • Separate imported service items in the budget panel.
    • Outside Connections won't send service vehicles if the policy is toggled off.
    • Added imported service expenses for ambulance, hearse, fire engine, garbage, and police. The fee scales with the city's population.
  • City Service changes:
    • Increased chance of entering and graduating both Elementary School and High School.
    • Adults can now apply to High School if they didn’t finish it (1% chance, can apply 3 times).
    • Garbage accumulation accounts for students, employees, prisoners, occupants, and homeless people in the calculation.
    • Balanced garbage city service upgrades.
    • Buildings now pay a fixed fee for garbage collection instead of a variable amount based on garbage collected.
    • Adjusted garbage accumulation values.
    • Adjusted upkeep costs of most City Service Buildings.
    • Wages for city service employees are paid from player money
    • Increased electricity import price.
    • Increased the time it takes for Ambulance and Hearse notifications to appear.
    • Adjusted the Service Fee curves for efficiency and consumption.
    • Adjusted water service fees (With old saves the game will force reset the value to the new default position).
    • Increased the amount of workers for
      • Medical Clinic
      • Small Coal Power Plant
      • Police Station
      • Cemetery
      • Fire House
      • Landfill
  • Demand changes:
    • Residential density depends on household wealth and family size.
    • Household spawns are based on average citizen happiness, homelessness, tax, available student positions, and available jobs.
    • Commercial companies spawn based on household needs, reducing how often the same companies appear in the city.
    • Commercial and industrial demand has been adjusted to avoid “Not enough customers” complaints for newly spawned companies.
    • Taxes now have more effect on demand.
  • Employment changes:
    • Workers from Outside Connections no longer pay tax.
    • Workers from Outside Connections are not included in population or workplace infoviews.
    • Workers from Outside Connections will look for new job more frequently.
    • Workplaces in Outside Connections are less desirable than workplaces in the city.
    • Only citizens who don't have health problems (such as Sick or Injured) count as valid employable citizens.
    • Citizens can only receive unemployment for a limited amount of time. When they run out of unemployment, they will complain about “High Rent” and move away.
    • Fixed population jobs & workers amount issue.
  • Households & happiness changes:
    • Households without adults will now move away.
    • Rich households prefer larger homes in attractive neighborhoods (higher land value, good service coverage, etc), poor households prefer cheaper houses and don’t mind services being far away.
    • Household needs are calculated based on their spendable money (what’s left after paying rent), so they now spend their money more reasonably.
    • Reduced the number of senior citizens moving into the city.
    • Adjusted wealth happiness factor to a reasonable value.
    • Low happiness affects the chance a household will move out of the city.
    • Households consider the garbage fee when calculating their spendable money.
    • Added curve parameter to death rate to smooth the death of senior citizens (existing cities will experience an immediate death wave)
  • Production and Company changes:
    • Adjusted values for:
      • Resource production.
      • Resource price.
      • Household wages.
      • Tax income.
    • Resource price now has two parts, a lower one for industrial processing, and another for commercial companies’ service prices. Customers (households) pay full price, which is both parts combined.
    • Changed the workforce needed per unit for resource processing to a preconfigured amount instead of automatically calculated at the start of the game.
    • Companies now go bankrupt instead of looking for new locations if their current property isn’t suitable for profit.
    • Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
    • Adjusted office employee amount.
    • Adjusted amount of work required per product to decrease city income.
    • Adjusted simulated service prices.
    • Improved companies to move away not just because of bankruptcy, but also because of the tax rate and workforce factors.
    • Rebalanced Extractor Resource greatly reducing profitability.
    • Balanced Industrial and Office companies Default Output Amount, Max Workers Per cell, Resources Initial Price, and Work needed per unit. Increased Space multiplier of Industrial and Office zones.
  • Rent and Building Level changes:
    • Removed the virtual landlord so building upkeep is now paid equally by all renters.
    • Added new rent calculation: Rent = (LandValue + (ZoneType
    • Building Level))
    • LotSize
    • SpaceMultiplier.
    • Tweaked “High Rent” notifications to be based on the household’s income. Even if they currently don’t have enough money in their balance, they won’t complain and will instead spend less money on resource consumption.
    • Building level is now based on whether renters can pay the upkeep fee. When they pay the full fee, the building condition increases by a constant amount, if they cannot pay it, the building condition decreases by the same amount.
  • Crime rate adjustments:
    • Fixed police service coverage for zoneable assets. The police station will patrol regularly to decrease the crime rate, and all zone type buildings will increase crime rate depending on the police service coverage.
    • NA and EU PoliceVehicle02 Crime Reduction value changed to match the NA and EU policevehicle01 value.
    • Removed crime scene pathfinding limitation of building's crime rate to avoid all criminals having the same pathfinding result to queue up to do crime.
    • Added new crime factor to lower crime probability in cities with larger populations.
    • Lower crime recurrence probability due to criminals needing to wait a long while to remove criminal tag.
  • Increased the cost of purchasing Map Tiles.
  • Added upkeep fee for new map tiles
    • The 9 starting are excluded and do not have have map tile upkeep fee
  • Added option to “Unlock all map tiles” (also disables achievements and the tile upkeep cost)
  • Increased construction cost and upkeep costs for roads.
  • Moved upkeep breakdown from Tooltip to Selected info panel.
  • Reduced the amount of money the player gets back from bulldozing roads and buildings.
  • Adjusted the max shopping amount of the household from 4000 to 2000.
  • Adjusted Specialized Industry Unlocking to start from milestone 0.
  • Fixed taxes being collected after bulldozing the entire City.
  • Fixed Citizen Wealth Infoview not highlighting households with 'Wretched' wealth level.
  • Fixed the wrong moving away statistic data being displayed.
  • Fixed a newly spawned company complaining about a lack of workers.
  • Fixed commercial zones incur massive amounts of debt for the citizens.
  • Fixed refund inconsistencies when replacing roads and stops.
  • Fixed high death possibility issue:
    • Fire accidents now will only cause 1% death compared to the previous 50% death of an on fire medium/high density building.
    • The building's destruction event will now cause 50% death compared to previous 90% death of citizens who are still in it.
  • Fixed Outside Connection workers won't find a job.
  • Fixed trade cost divided by zero bug.



[h3]Modding[/h3]
  • Updated mod publisher to use auto login from Paradox SDK.
  • Updated Paradox Mods to Version 1.5.2
    • Added new feature: Mod details will now show what dependencies are installed and if any are missing
    • Improvement: When started, it will now try to go online again if being offline before
    • Improvement: Change the close X hover effect when using a gamepad
    • Improvement: Improve text on empty state when on library or playset details when offline
    • Fix: Offline mode will now start with your active playset
    • Fixed double back click from following creators view
    • Fixed broken bumper navigation when offline and using a gamepad
    • Fixed gamepad legend when offline on library or playset details
    • Fix: Pressing the B button on a gamepad will now close the Sync modal
    • Fixed a warning with font weights
    • Fixed a warning with height not being set correctly in scrollbars
  • Added support for custom units for sliders used in mod settings
  • Added support for keybindings for mods:
    • Mods can introduce their own input action which are integrated into the game input system.
    • Added key binding field to the automatic option which allows mods to provide key rebinding for their actions.
    • Added built-in conflict detection between the game bindings and mods bindings based on action usage.
    • Added warning sign next to each binding which has conflicts.
    • Added main menu notification if a mod has a key binding conflict.
    • Added support for 3 different types of actions: press (1 button), axis (negative and positive button), vector (up, down, left, right buttons)
    • Added the ability to set separate keyboard key and gamepad button for one action.
    • Added the ability to use built-in and write custom processors and interactions for actions.
  • Fixed issue where downloading a certain number of mods in a specific way resulted in a crash to desktop.
  • Fixed a bug where SettingsUISetterAttribute could not use private methods and properties
  • Fixed installing notification getting stuck when downloading a mod failed.
  • Updated notification texts.
  • Updated "mod loading error" dialog to show the error.
  • Fixed issue with mods not loading if playset was changed using the web version or there are mod updates.
  • Fixed some cases when mods are not loaded or "enabled code mods are changed" notification does not appear.
  • Fixed "mod page" and "disable" buttons being visible on mod loading error message box with local mods.
  • Fixed endless "mod loading..." notification if mods failed to load.
  • Fixed Unity installation not being found if the game is running on a different account than the one who installed Unity
  • Fixed issue where modding toolchain install/uninstall warning dialog overflows when the list of dependencies is long by making the panel scrollable


[h3]Performance[/h3]
  • UI performance optimizations for the economy panel.
  • Other UI performance optimizations with audio bindings, rendering, cursors, and updating panels.
  • Performance optimization for Chirper panel.
  • Optimizations for particle effects.
  • Optimizations for audio memory usage.
  • Optimized placement to improve FPS when placing complex buildings or roads.
  • Fixed job-finding performance issue when there were no available workplaces and no employable workers, causing endless job pathfinding queries which heavily affect the performance.


[h3]Fixes & improvements[/h3]
  • Unity update 2022.3.29f1
  • Fixed a crash to desktop when using the quick load function while relocating and rotating a building.
  • Fixed a crash to desktop after deleting Train Station with a broken Subway connection and trying to place new subway tracks.
  • Fixed crash to desktop in SetupFindHomeJob
  • Fixed crash to desktop caused by removed renter.
  • Fixed crash to desktop when resizing oil extractor area so that some pumps get deleted
  • Improved likelihood of household members traveling together as a group.
  • Improved hue, saturation, and randomness values of tree leaves.
  • Improved collision radius for BirchTree, PineTree, and SpruceTree to better match the visual empty space. The bushes etc. can now be propped closer to the trees.
  • Improved citizens and delivery vehicles pathfinding to take building construction time and path duration into account to avoid arriving at construction sites.
  • Ambulances transport some patients in emergency mode (randomized with health level).
  • Lowered building fire spreading probability to other buildings.
  • Changed default glass material from tinted brown to non-tinted.
  • Updated EU and NA theme icons.
  • Improved wealth info view color and citizen wealth state parameters.
  • Fixed wealth info view color not matching household wealth, changed it from household member based wealth to household based wealth.
  • Improved Airport development tree node icon.
  • Adjusted XP values for low construction cost building.
  • Fixed depots so trains/subway can now only drive through them by using dedicated by-pass track (the track without “No Track Connection”).
  • Fixed Several Signature Buildings don't get occupied (must be rebuilt for the fix to take effect)
  • Changed signature building info view color priority higher in RCIO infoviews
  • Fixed Ludo Square and Cane Residences signature building bonuses to be more consistent.
  • Fixed issue with some settings not getting saved.
  • Fixed achievements progression on saves that have used mods not being disabled.
  • Fixed specialized industry main building missing.
  • Fixed Forestry and Ore Industrial Storage yard props not showing.
  • Fixed farming extraction area color so it’s visible on fertile land with the info view open.
  • Fixed crematorium sub-building car access when snapped to the main building. Main building or sub-building(s) need to be moved/replopped for this to take effect.
  • Fixed specific situation causing taxis from Outside Connections to get stuck for a long while.
  • Fixed wrong passenger count/capacity displayed for personal cars that have a trailer attached.
  • Fixed driver not included in passenger count and capacity for personal vehicles.
  • Fixed vehicles driving through parking facilities or transport stations without intending to use their services.
  • Fixed citizens parking their cars at public transport stations without the intention to board a transport line there.
  • Fixed traffic jams occurring inside Parking buildings.
  • Fixed airplanes driving through the runway without landing at the airport.
  • Fixed issue where fire engines are unable to react to and extinguish the additional buildings from the specialized industry areas
  • Fixed Garbage Trucks collecting garbage outside their operating district if their way goes through different district.
  • Fixed resource piles on spawnable storage yards not instantly updating when delivery truck unloads cargo.
  • Fixed trucks keep going back and forth between commercial and industry.
  • Fixed commercial companies accidentally exporting goods to other companies.
  • Fixed broken pathfinding warning after rebuilding destroyed service building that has extension upgrades.
  • Fixed mail getting stuck due to heavy traffic at the cargo terminal by adding a trip needed buffer amount as another cost in resource trade pathfinding.
  • Added a penalty for resource pathfinding when the cargo station has more requests or sent out most of the vehicles.
  • Fixed Water Tower’s viewing upgrade not providing entertainment.
  • Fixed Hospitals and Clinics not refilling their pharmaceuticals storage
  • Fixed cargo train terminal left and back paths not connecting to roads too
  • Fixed City Policies not clearing properly and carrying over between different save game loads
  • Fixed The Deep End achievement not unlocking at exactly 200000 loan
  • Fixed citizens stopped finding jobs when unemployment was high
  • Fixed high unemployment rate issue by adding variety to the citizen education levels when spawning
  • Fixed population infoview jobs didn't match workplace info view's data
  • Fixed discrepancy in workplace count by excluded the Outside Connection workplaces from population's calculation
  • Fixed DateTime overflow error by reducing the max starting year for a map to 3000.
  • Fixed floating prop issues with Deuclidia Apartments, Nuclear Power Plant and Technical University.
  • Fixed hotel renter deserialization bug causing unknown mayhem for tourist / hotel logic.
  • Fixed tourists with "Leaving the city" status not leaving the hotel.
  • Fixed Parallel and grid roads misplace connected road lane.
  • Fixed Roundabouts disappear when connecting roads at a certain angle.
  • Fixed track slope causing tight curve warning / no connection when built a certain way.
  • Fixed connection notifications with buildings over a train truck tunnel.
  • Fixed net-tool replace mode is enabled when no compatible assets exist.
  • Fixed destroyed buildings still create Noise Pollution.
  • Fixed 'No Pedestrian Access' warning appearing for Medical University after adding Extension Wing upgrade
  • Fixed issue where the cost of purchasing multiple map tiles varied depending on the order in which the map tiles were selected
  • Fixed workplace links in citizen Selected Info Panel not working when the workplace was a service building.
  • Fixed screen resolution set in the launcher right after the game launch not being applied.
  • Fixed all overlay shaders broken when using dynamic resolution scaling.
  • Fixed minor inconsistencies with infoview coloring for cables/pipes/lot for buildings under construction, destroyed or otherwise without mesh.
  • Added secondary infoview background color so that roads don't disappear on terrain.
  • Improved RCIO tax statistic colors to correspond zone colors
  • Removed car paths and parking on NA_MixedRight01_L1_4x6 (and L2) and NA_MixedLeft01_L1_4x6 (and L2) to prevent pathfinding fails due to how the buildings can spawn
  • Several improvements and fixes for controllers:
    • Added more controller hints.
    • Improved options navigation with controller so that moving between page content and search is consistent when tabs or advanced options are visible
    • Improved multiline text to be focusable so that scrollable panel can scroll to it while using a controller
    • Fixed navigating with the controller over an upkeep section required multiple up/down presses on the controller.
    • Fixed options menu controller navigation issues when "Show advanced" toggle is present.
    • Fixed not all locked toolbar items were focusable with the controller making it impossible to see the conditions to unlock a given feature.
    • Fixed requirement tooltips for placing a building not updating properly when moving the building with a controller
    • Fixed an issue with controller that it was impossible to scroll to the end of the building info panel list if the building did not have any upgrades
    • Fixed tooltips not rendering properly on top of the controller hints.
    • Fixed issue with opening mods UI profile page with gamepad
    • Fixed issue where names of tabs inside the City Services panel cannot be accessed when using a controller
  • Fixed building effects not rendering correctly in the UI.
  • Fixed a bug where placing a road could cause tooltips to jump between their target positions
  • Fixed building effects when viewing detail tooltip where placing a building could overlap with building icon
  • Fixed options slider field slider position not updating properly if its value was changed outside of the options menu - ie. changing radio volume in radio panel
  • Fixed issue where closing citizen lifepath detail view the list would not re-focus on the last focused entry
  • Several fixes for UI interface scaling when using bigger text size.
  • Fixed UI disappearing on some tutorial step transitions.
  • Fixed UI disappearing on closing signature building unlock dialog.
  • Fixed options description not changing after scrolling certain dropdown lists.
  • Fixed loading warning popup staying on top of the frozen/busy state of loading screen and not fading out.
  • Fixed non-centered error message in Paradox Account -panel.
  • Fixed Paradox account link button overflowing in various languages.
  • Fixed Economy budget panel overlapping text in some languages.
  • Fixed tooltips rendering outside of the screen.
  • Fixed edge case of quitting the main menu or starting a new game by opening the pause menu from the button in the upper-right corner while using map tiles view.
  • Rebalanced all citizen audio volumes.
  • Fixed cemetery sounds not playing.
  • Fixed audio source position that was not correctly set for multiple assets:
    • Fixed sounds of Residential Signature Buildings play even if buildings are not functional
    • Fixed sound effect of navigating through the Main Menu is almost inaudible
    • Fixed Overground Parking's upgrade does not add new sounds
  • Keybinding:
    • Block all actions while listening for key press when the rebinding process is ongoing.
    • Added the ability to reset key binding to the default.
    • Added controller button icons to key binding options.
    • Added support for rebinding some specific tool actions and camera rotation
    • Added batch rebinding option which allows changing multiple keybinds without receiving the "cannot be rebound" error
    • Fixed controller hint when two direction action has bindings when one direction has binding with modifier and another one without modifier.
    • Added auto-detect for keyboard layout. Keybinds are converted to the current layout and keep their physical location (for example, WASD key bindings on French keyboard will be shown as ZQSD). It converts only Latin-based layouts, while US international layout is used for other non-Latin-based layouts.
    • Fixed building Selected Info Panel not opening when the Info Panel option is assigned to the Right Mouse button and disallowed the same key being set for Info Panel and Cancel actions.


[h3]Known issues[/h3]
  • Medical clinics not refilling their pharmaceutical storage is fixed, but with old saves you might need to wait longer to see it to recover because the resource could become negative. As a workaround, you can destroy and rebuild the building.
  • With old saves, the water budget is reset to the default 100% value.
  • Existing saves may experience a death wave if they have a lot of senior citizens, however, we’ve made changes to avoid these in the future.

An update regarding the Econonomy 2.0 Patch;

Hello Mayors,

We are happy to announce that we have now passed certification and are ready to publish the Economy 2.0 patch on Monday, June 24, at 10:00 CEST.

The reason the submission process took a bit longer than expected was due to some last minute fixes that were implemented early this week, which make us more confident in the release. We would like to send an extra thank you to our amazing beta group, who have been very helpful in the feedback process.


These sorts of patches require a lot of testing, and whenever something pops up, our developers investigate why that issue occurs and then implement a fix before the patch is re-submitted and tested again. That loop sometimes continues for longer than expected, especially in cases like this, where a small thing can have a ripple effect, as the patch affects multiple parts of the simulation.

Tomorrow is a national holiday in both Finland and Sweden, but on Monday, we are back again, ready to share the patch with you. Even if we are closing in on our summer release freeze, we will have enough time to have proper post-patch support in case we missed something critical.

Looking forward to hearing your feedback!