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Hotfix 1.2.3f1

Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Known issues:
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
  • The amount of seniors in the city is expected to drop very low, but as the population ages and the new death probability calculations take effect, it will stabilize at a more reasonable level than previously.


Modern Architecture Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.


Urban Promenades Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.


Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
  • Fixed crash to desktop caused by a missing zone type after a building levels up.
  • Fixed the Hydroelectric Power Plant’s electricity production depending on simulation speed by adding a constant flow speed.
  • Fixed police stations not sending vehicles to crime scenes if there are no parked police cars but there is a parked police helicopter.
  • Fixed situations where placing a train station over existing tracks caused connection issues.
  • Fixed parked service vehicle props floating in the air or dropping under the vehicle when the building was placed on uneven terrain.
  • Fixed issue causing elevation when placing a road next to a parking lot.
  • Fixed propping issue with IndustrialManufacturing04_L1_6x6 (and L2)



UI Fixes & Improvements:
  • Updated Terraforming, Vegetation, ParksandRecreation and Landscaping icons.
  • Improved the default game input option page to show a warning if there is a binding conflict.
  • Fixed issue with road tutorial UI highlights.
  • Fixed Photo Mode tutorial not triggering in certain cases. The tutorial will now trigger after pressing the Photo Mode button if it has not yet been seen by the player.
  • Fixed an issue where save files may display incorrect Population and Expansion Points data if the Player hovers over completely new save files while playing on an already developed city.
  • Multiple SFX fixes.
  • Multiple controller fixes.



Modding Fixes & Improvements:
  • Fixed connection loss causing PDX Mods to crash.
  • Fixed custom climate curves loading issue.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
  • Fixed "B" shortcut on the keyboard not opening the bulldozer in the Editor.
  • Improved the Mod Publisher
    • A new mod is only published if the Mod ID is 0 in the publish configuration.
    • Fixed incorrect resolving option being shown when a keybinding has a conflict and a user is trying to set the same key to a binding.
    • Added the ability for mods to show warning sign on options (using SettingsUIWarningAttribute), option tab (using SettingsUITabWarningAttribute), or option page (using SettingsUIPageWarningAttribute).


Paradox Mods Fixes & Improvements:
  • Updated PDX SDK to 1.30

Detailer’s Patch #2 - Developer Diary

[h3]Hello everyone! Today, we have a development diary for you that introduces the content in Detailer’s Patch #2, but stick around even if that isn’t your preferred playstyle because this one is focused on roads and has both new features and assets that may be handy for you no matter how you play Cities: Skylines II.

You can read the full Patch Notes here.[/h3]

With 8 new roads and the new Traffic Routes feature, improving traffic in your city just got easier. The new Parking Lots, Halls, and Roads bring new and more flexible ways to offer your citizens parking downtown, while the new cul-de-sac variations bring a touch of realism to your suburbs. And last but not least, the Line Tool and Roadside Tree Selector allow for new ways to decorate the city, alongside the 10 Pocket Parks that fit just about anywhere. So without further ado, let’s dig into the details.

[h2]REDIRECTING TRAFFIC​[/h2]

Managing traffic flow is part of managing a successful city, but it can be hard to determine where traffic is headed and how to improve your city to lighten it. That’s where Traffic Routes come in. When you select any vehicle, pedestrian, road, or building, you will see the Toggle Traffic Routes button in the Selected Info Panel. When toggled on, routes are displayed for the selected item and stay on until you turn it off again. Routes are split into traffic types: Road, Water, Air, Rail, and Pedestrian, each with its own color to distinguish easily between them. Routes are shown based on the selected segment and wider lines indicate heavier traffic so you can find your busiest routes at a glance and make adjustments accordingly.


Traffic Routes showing how neighborhood traffic collects onto a main road.

Speaking of adjustments to the road network, we have 8 new roads to choose from. Starting at the smaller end of the spectrum we have 3 new one-tile-wide one-way roads with a familiar feel. Whether you’re building rural roads or trying to save money, the One-Way Gravel Road is there to help you direct traffic. Or you can go with its paved relative and use the One-Way Alley for those small city streets. Both of these have roadside parking spaces so your citizens have a place to park. But if you’re building for pedestrians and not cars, you may very well be more interested in the new Small Pedestrian Street. With space for pedestrians taking priority, service vehicles using this road will have to contend with it being one-way and you’ll have to offer them another return route.


Pedestrianize your alleys or control traffic in your rural areas with the new one-way roads.

Next, we have 5 new asymmetric roads expanding the lane combinations for Medium Roads, Large Roads, and Highways. The Four-Lane Asymmetric Road is perfect for areas with a lot of traffic in one direction as it offers a 3-plus-1 lane setup. In the large roads category, we have two new roads. The Six-Lane Asymmetric Road offers 4 lanes in one direction and 2 in the other, but if that isn’t enough, the Seven-Lane Asymmetric Road swoops in with 5 plus 2 lanes. Last but not least we have 2 new asymmetric highways. Both are ideal for those tight spots in the city where you need a lot of highway lanes. The Four-Lane Asymmetric Highway offers a 3-plus-1 lane setup, while the Five-Lane Asymmetric Highway adds another lane so you get 3 lanes in one direction and 2 in the other.


Asymmetric Roads can add additional lanes for turning in busy intersections.

[h2]NEW PARKING​[/h2]

Now, we’re not quite done with roads as Detailer’s Patch #2 adds brand new parking roads named so because they offer a lot more parking space than their regular counterparts. With both perpendicular and angled parking we have included 12 new parking roads that allow for very flexible parking lots. Create curved parking in front of a tourist attraction, a small parking alley behind your commercial, or line your transportation hub with rows of parking lots. In the Small Roads category, you can find Two-Lane Parking Roads, Two-Lane Divided Parking Roads, One-Way One-Lane Parking Roads, Parking Alleys, and One-Way Parking Alleys. In the Medium Roads category, we have their “big brothers” with Four-Lane Parking Roads with both perpendicular and angled parking.


Create the perfect size and shape parking lots with the new parking roads.

If you prefer to plop premade parking lots or want even more variation, then we have 9 new parking lots and halls for you. Starting small, the Small and Medium Gravel Parking Lots may be just what your rural build needs, but if you’re looking for simple paved options, then the Small and Medium Single-Row Parking Lots may do the trick. We also added the Moderate Parking Lot as a new option when the Medium Parking Lot isn’t quite big enough and the Large Parking Lot is too big.


Gravel parking lots are cheaper than their paved counterparts and add variation to the asphalt look.

Are you looking for something that fits a large, modern city better? Then perhaps the two Solar Panel-Covered Parking Lots will fit the bill. They come in small and medium versions and, thanks to the solar panels, don’t consume any energy. They also feature a lot of space dedicated to electric cars, making them perfect for a more environmentally friendly city. If you’re trying to squeeze in more parking space downtown, then the two new parking halls may be exactly what you need. At half the size the Small Parking Building offers roughly the same amount of spaces as the Medium Parking Lot, while the Multi-Level Parking Building takes it to a whole new level with an upgrade for additional levels that brings it to 300 parking spaces.


Take parking in your city to new levels with the Multi-Level Parking Building and Solar Panel-covered Parking Lots.

Before we move on from the topic of parking, we have one more thing to cover: Service Vehicle Parking. Base game service buildings that send out vehicles, such as police stations or hospitals, have been updated with dedicated space for service vehicles to park when they’re not in use. Not all buildings have room for service parking and some use a mix of garages and service parking on the lot, but most now have their respective vehicles parked on the lot. Any existing buildings will need to be re-plopped for the new spots to be available, but then you’ll be able to watch your patrol cars leave the station to keep your city safe or taxis head out of the new Small Taxi Depot to pick up passengers.


Watch service vehicles come and go from the new service vehicle parking, like the taxis heading out of the new Small Taxi Depot.

[h2]FROM PARKING TO PARKS​[/h2]

Let’s switch gears from paved parking lots to green spaces and take a look at the 10 New Pocket Parks we’ve added to the base game. As the name suggests, these are very small parks that fit snugly in between buildings or on the corner of an intersection. The one-tile parks can fit in almost anywhere, while the larger 2-by-2 and 1-by-6 parks require a little more planning. The parks come with randomized props and surfaces bringing lots of variation with a myriad of flower beds and seating options. They’re all a part of the basic Parks & Recreation service and unlock once you hit the Grand Village milestone.


The new pocket parks come in various sizes, shapes, and designs to fit anywhere.

While not parks, roundabout decorations can bring a pop of color and variation to your city streets, and Detailer’s Patch #2 expands the options with 7 new roundabout variations. Each variation comes in 4 different sizes from small to very large, so whether you prefer the Striped Roundabout with a Flower Bed or Mosaic Roundabout, there’s a size that’s just right for your intersection. Related to the roundabouts, we have a new category in the Roads menu: Cul-de-sacs. There you will find 3 new cul-de-sac variations, that work very similarly to roundabouts, but have been designed specifically for cul-de-sacs. The Asphalt variant gives you that classic paved-over look, while the Grass and Tree variants add more life to your dead-end streets.


Give your city a personal touch with your favorite roundabout and cul-de-sac designs.

[h2]ATTENTION TO DETAIL​[/h2]

This wouldn’t be a “Detailer’s Patch” without tools to control the details of your city. Keeping with our road theme, we have the Line Tool and the Roadside Tree Selector. The Line Tool can be activated when selecting a tree or prop and is found alongside the option to place one item or use the brush. It comes with a Straight and a Curve function, and when selected, you can adjust the spacing between items. Specifically for trees, you can also choose the different life stages, making it quick and easy to plant a line of trees that match the surrounding landscape.


Add a line of trees anywhere and adjust the distance to your liking.

The Roadside Tree Selector includes the same level of control, allowing you to select the age of trees added to roads. Pick your favorite tree, and place it on the road segment of your choosing. If the road already has trees, they are upgraded to the ones you selected, but you can also place trees on a road without the tree road upgrade this way, making it fast and easy to add your favorite trees to roads. Like the tree road upgrade tool you know, you have full control over which side of the road gets trees and, if the road supports it, if they’re added to the median. Lastly, if you just want bushes lining your roads, you’ll be happy to know that everything in the Vegetation menu works with the Roadside Tree Selector.


Select any tree and add it to your roads with a simple click.

That brings us to the end of this development diary and overview of what you can expect from Detailer’s Patch #2. Along with the new features, we have a bunch of bug fixes, which you can find in the patch notes, once the update is available. We hope you will enjoy the new tools and look forward to seeing the creative ways you end up using them. Which feature do you think you will use the most? Let us know in the comments.

Detailer's Patch #2 - 1.2.0f1 Patch Notes

Hi everyone,
Today, we’re excited to share Patch 1.2.0f1, also known as Detailer’s Patch #2! This update brings some tools and options for all the detailers out there, along with various fixes and improvements.

If you’re curious about the development process and details of the patch, don’t miss the Dev Diary, where we dive deeper into the content.

If you encounter issues after downloading the patch:
If your game closes before reaching the main menu, we recommend that you verify the integrity of the game files. You can do this by right-clicking the game in your Steam library, go to the “Installed Files” section, and click “Verify integrity of game files”.

You can find a guide on how to Verify File Integrity here: http://bit.ly/VerifyIntegrity


As always, if any issues persist, please create a post on the Paradox Forums.

If you are playing with mods:
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.

Did you know? You can manage your mods through the Paradox Mods web interface. If you encounter any issues, you can easily disable your mods before launching the game on mods.paradoxplaza.com.

For now - enjoy the patch notes and new roads. Thank you for your continued support, feedback, and bug reports. Wishing everyone happy holidays and happy detailing!


Patch Notes for 1.2.0f1

New features:
  • Line Tool
  • Roadside Tree Selector
  • Traffic Routes
  • Service Vehicle Parking

New Assets:
  • A New Taxi Depot
  • 7 New Roundabout Variations (all sizes)
  • 3 New Cul-de-sac Variations (all sizes - except empty XL)
  • 7 New Parking Lots
  • 2 New Parking Halls
  • 12 New Parking roads
    • 6 New Parking Roads with Perpendicular Parking
    • 6 New Parking Roads with Angled Parking
  • 8 New Roads
    • 2 New Asymmetric Highways
    • 3 New Asymmetric Roads
    • New One-Way Alley
    • New One-Way Gravel Road
    • New Small Pedestrian Street
  • 10 New Pocket Parks
  • New Props and Decals


Modern Architecture:
  • Fixed Community Fire Station cannot be upgraded with a Fire Station Gate with Helipad.
  • Fixed placeholder ad screens not getting updated to company ads in the Modern Architecture Parks.

Urban Promenades:
  • Fixed vehicles clipping through the building when entering and leaving The Urban Medical Center upgraded with the Ambulance Depot.
  • Fixed fire trucks clipping through the building when leaving the Urban Fire Station through the garage exit on the far right.


Gameplay Fixes & Improvements:
  • Several optimizations for the game loading.
  • Improved boarding for public transport and taxis to be distance-based. This speeds up boarding at crowded transport stops.
  • Improved nighttime brightness.
  • Improved Notre Dame window emissives.
  • Added new galaxy cubemap texture.
  • Fixed crash to desktop when playing with a city that has signature buildings or extractors with missing zone type.
  • Fixed crash to desktop when trying to bulldoze a specific broken segment of the road.
  • Fixed crash to desktop when highlighting building that has missing tree asset as prop.
  • Fixed crash to desktop when resource/image is not found.
  • Fixed the tourists stuck after the hotel they were going back to was removed.
  • Fixed an issue where removing a hotel may result in the transfer of the Company to a building of a lower level, causing it to rent out more rooms than the building may have.
  • Fixed an issue with homelessness hindering population growth.
    • Homeless citizens are now counted as a valid part of the population.
    • Fixed a case where homeless renters were constantly added and removed as park renters.
  • Fixed rare connection issue that causes pathfinding failures for approximately 0.1% of buildings zoned on curved gravel roads or alleys.
  • Fixed issue where trains don't reserve the whole path on a single two-way track if they need to switch direction in the middle.
  • Fixed several issues related to transportation of sick people.
  • Fixed Eight and Six Lane Roads with tram stops having crosswalks that don’t reach the stop island in the middle.
  • Fixed issue where switching from the Replace road tool tries to create a road.
  • Fixed missing road textures when building a roundabout in a particular way.


UI Fixes & Improvements:
  • Added Mouse secondary UI action rebinding option.
  • Updated vanilla zone icons to more colorful ones.
  • Updated Terraforming and Vegetation icons.
  • Fixed the number of jobs in Population Info View showing the number from the previously loaded save file when starting a new game with the Unlock All option.
  • Multiple controller fixes.
  • Fixed building panel showing incorrect number of vehicles in maintenance in some cases.
  • Fixed Signature commercial buildings show as "Occupied" in the Info View despite being vacant.
  • Fixed rare bugs with the saving UI.


Modding Fixes & Improvements:
  • Added missed "paypal.com", "paypal.me", "twitch.tv" to the mod external links list
  • Improved option to show section ID instead of emptiness in case of missing localization value.
  • Improved UI modding: exposed bottom toolbar, right side menu, and other hidden preloaded button icons/images for modding via exported images object from corresponding component modules.
  • Fixed error when placing building extensions that are not service upgrades in Editor (Such as BasketballCourtDecal01)
  • Modding backend:
    • Added a warning message to the log if an in-game assembly is shipped with a mod.
    • Fixed mod assembly loading to prevent loading a second copy of an in-game assembly.
    • Fixed incorrect behavior of SettingsUIHideByConditionAttribute in some cases which led to an option not being hidden or shown when it should.
  • Improved mod post-processing to highlight when part of the process fails. In case one of the post-processors fails with an error in the build log, the entire mod post-processing process fails too.


Paradox Mods:
  • Updated PDX launcher to the newest version
  • Updated PDX SDK to 1.28
  • Mods UI updated to 1.8.0
  • New features
    • New welcome screen on startup
    • Mods can now be subscribed directly from the dependency flyout in mod details
  • General
    • Added X to clear search input
    • Added modal to warn users if the mod is out of date
    • Free disk space indicator in console mode
    • Increase max playsets to 100
    • Pressing Enter submits input modals
  • Bug fixes
    • Various smaller bug and style fixes


Known issues:
  • Service buildings need to be rebuilt to get the new Service parking lots for service vehicles.

Creator Dev Diary



[h3]Hello everyone! Welcome to this week’s Developer Diary. I’m stop it D, and I’ll be getting into the Japanese Region Pack. Kaminogi, Koma, and I have put together something we think you’ll enjoy.

Here’s a peek behind the scenes and some reflections on the process that aspiring Cities: Skylines II asset makers may find helpful.

You can download the Japanese Region Pack here: https://mods.paradoxplaza.com/mods/94094/Windows[/h3]

The city of Miwa is our staging ground for today.

[h2]Concept and Inspiration[/h2]
With a project like this, the first thing we need to define is the scope. What exactly are we going for
here? There are a lot of different routes we could have gone. This region pack should
serve as a starter pack for Japanese content. Our hope is that it can stand on its own as a playable pack
and also as the base of a collection for detailers that will be supplemented by mod assets on Paradox
Mods when they become available.

Where we chose to focus our attention was decided by balancing different factors:
  • Base Game mechanics. Some game limitations don’t always square with how buildings are used or designed in real life, especially in Japan. For example, minimum lot sizes for low-density residential areas are 2x2 grid sizes. However, a large percentage of Japanese single-family housing is roughly 8m x 8m (1x1 grid size). How do you resolve this?
  • Importance. How necessary is this kind of building when creating a functional and convincing Japanese city?
  • Is it close enough? Will the base game buildings stick out, or do they fit the style adequately?
  • The mod scene. How likely is someone to upload a building of this type to Paradox Mods now or in the near future?
  • Technical limitations. Will some part of it require a feature yet to be programmed into the game? Will it look wrong if that part has to be cut for technical reasons?


We want to cast as wide of a net as possible, but naturally, we can’t do it all. Finding time for the project
was difficult for our team. The amount of time you can commit to a project like this can change
drastically, especially when it spans multiple years.

Ultimately, we chose to focus on the smaller side first – the assets are geared more toward smaller cities. That’s not to say that you can’t build a metropolis, though. Quite the opposite. The assets included here fit in everywhere, from the countryside to the city center, and there should be enough of them to create a familiar Japanese city feel. We’ve just started from the bottom rather than the top. We aimed to create a complete experience from level 1 to a large city, covering as much as we reasonably could.

Matching base game functionality was a high priority. The region pack process started years ago, so the features of the game were not final and subject to change. We chose to stick with what we knew would be included and not what we hoped, so we only made things that strictly matched the zone types and utilities we knew would be in game. We knew some people might be disappointed by the lack of buildings that are common in real life but fit awkwardly within the framework of the existing zone types. We decided to leave those for when the editor releases and decide what direction we should take.

[h2]Making the assets[/h2]
So, what’s new with the asset creation pipeline? Much of it is familiar, but the fine details have changed. Before starting your first mesh for this game, you must read the Asset Creation Guide on the Cities II Wiki first. The new rules for mesh creation required a change to my normal modeling approach. Initially, I imagined I’d be able to piece out parts of meshes made for the previous game. My first attempt soured me on that idea.

UVs for this game cannot be outside the 0-1 range, meaning UVs that made use of this will need to be revised for this game. These meshes will need to be broken up and their UVs stacked. Even if this doesn’t apply to your meshes, the windows still need to be appropriately detailed to make use of the window submesh. To match the new standards for this game, I had to add details like door handles as well. And then there’s this curved surface I can smooth out, this feature I can detail better… I ended up wasting a lot of time trying to preserve the work I had done rather than just starting over.

UV is mapped from 0-1. No wraparound, square textures only.

That said, I really welcome the changes. I don’t want to be redundant and repeat what other region packers have said, but I would like to state how much I like the window sub meshes. The time and texture space they save you alone are incredible. The greater texture sizes have enabled much finer patterns, which is critical for Japanese assets due to their frequent use of small tiles.

Very fine, normal, and alpha textures from the pack.

The open design of some apartment buildings can be a burden on the tri-budget. Due to fire code regulations, many builders choose to have open staircases and hallways as a cost-cutting measure. These features can quickly eat up a lot of triangles and require fairly extensive propping. My plan was to turn small, frequently reused items like doorbells and nameplates into props. After thinking about how many props that would entail, I quickly changed my mind. They were instead added to the meshes directly. Unfortunately, some features, like hallway lights, could not be added to the mesh directly. And believe me; there were a lot of them…

...upwards of a hundred per building, even for growables.

The Substance Suite may be a hard sale for people who want just to dip their foot in asset creation, but I can assure you it’s worth every penny. It’s not just for people who want to do fancy stuff like paint directly on the model. With smart textures, I can scale it losslessly to any size, tweak the options to meet my exacting standards, and preview them directly on the model in real-time. I found this to be a total game-changer.

Substance Painter. The base color is left white for “repaintability”.

The real star of the show for me, however, is Substance Designer.

In a raster image editor like Photoshop, making (or tweaking) textures requires blending layers together, resulting in them interacting with each other in ways that are often undesirable, unpredictable, or easy to lose track of. Updating your changes in a diffuse texture as well as a specular, normal, color, and so on becomes a headache very quickly. And when you finish all that, you’re often stuck with raster layers that can’t be reused easily in other textures.

With Designer, I can build a procedural, lossless texture with a simple node workflow. For a very trivial example, a basic brick wall can be created from a repeating white-rectangle-on-black pattern. This can be used as a height map onto which a normal is auto-generated. It can also be lightened to create a specular, or a color added to the white part to create a diffuse. Here’s the cool part: You can expose the variables so that the number of bricks in the pattern can be adjusted, their relative size changed, or a different color added, all with a click of a button in Substance Painter. Since it is all mathematically calculated, the texture can be scaled to any resolution losslessly.

Now, imagine you want to make it more complicated. You can use a tool to generate rectangles with random tilts, height changes, and offsets. You can apply a fine noise pattern to add texture to the brick or mortar. You can add filters that smear dirt and grime in ways that include the heightmap in their calculations so they accumulate more at hard edges. All of these are a node or two away.

I highly encourage all asset makers to try it. It’s much easier than it looks. Learning how to use it is well worth the effort, especially if you’re picky about details like I am.

Example of a shutter texture I made. Also flexible enough to be used for a few walls.

[h2]Showcase[/h2]
So what’s in it?

First off, the growables. The following zone types are included:
  • Low Density Housing
  • Low Density Business
  • Medium Density Housing
  • Mixed Housing


Note that all 4 zone types, like the base game mixed zone, have corner lots!

Low-density Housing, given the larger minimum lot sizes mentioned before, was focused on larger properties in farming areas. The level 1 lots start with farm-style gardens and progress to more suburban-style yards as they level up. This creates a satisfying feeling of wealth accumulation and increasing development even without touching the lot sizes.

Low Density Housing, center lots. From front to back: L1, L3, L5.

Low Density Housing, left-corner lots. From front to back: L1, L3, L5.

Low-density Business are inspired by the car-centric businesses that are common on major roads in rural and suburban areas, especially national highways. Big chain retail and parking lots… a familiar sight for Americans! (American-sized parking lots are sold separately.)

Low Density Business, center lots. From front to back: L1, L3, L5.

Low Density Business, left-corner lots. From front to back: L1, L3, L5.

The medium-density housing zones, however, are less thematic. From the “mansion” (condo tower) to the “aparto” (two-story studio apartment building) to the “ubiquitous, two-story, sometimes detached but not always, residential-over-commercial mixed building” (if you know what this is called in either language, please let me know in the comments); there is a wide variety of buildings in these two zone types.

Medium Density Housing, center lots. From front to back: L1, L3, L5.

Medium Density Housing, left corner lots. From front to back: L1, L3, L5.

Mixed Housing, center lots. From front to back: L1, L3, L5.

Mixed Housing, left corner lots. From front to back: L1, L3, L5.

We also have the following service buildings:
  • City Hall
  • College
  • Elementary School
  • Fire House
  • Fire Station
  • High School
  • Hospital
  • Medical Clinic
  • Police Station
  • Police HQ
  • Post Office
  • Radio Mast
  • Recycling Center
  • University
  • Water Treatment Plant
  • Welfare Office


Education buildings, clockwise from top: University, high school, elementary school, college,
university library.


City hall (left) and welfare office (right).

Post office (left) and radio mast (right).

Police station (left) and police HQ (right).

Firehouse (left) and fire station (right).

Medical clinic (left) and hospital (right).

Water treatment plant (left) and recycling center (right).

Two signature High Density Offices are also included.

Newspaper head office.

Sushi chain head office.

And finally, a couple props which you can place freely from the new prop menu.

PS: There are a whole bunch of other props outside this menu as well. Find It! users should know how to find them.

One personal priority for me was adding more setback buildings, which are buildings that are slanted at the edges to minimize the shadow they cast on the street or other buildings. The Japanese put a very high priority on maximizing sunlight for streets and other buildings, going as far as to enshrine it in law as a “right to light” (nisshoken). Setback buildings are common in real life but fairly scarce in the first game’s Workshop, so I wanted to make at least a couple of these for the new game.

Some are more committed to maximizing sunlight than others.

Open-hallway apartments can be somewhat of a headache to make, but they sure are pretty at night.

Worth it.

City building tip: Japanese cities generally do not strictly separate building types to the degree that other countries do. As a general rule, I would recommend you resist the urge to plan the layout from the start. Make your city center in the starting tiles of your map, spread out from the center quickly, and gradually replace the low-density zones along the major roads with medium-density buildings here and there. Be sure to vary your zone types, too. It’s not uncommon to see residential, industrial, commercial, and office buildings all on the same block. You might even see a small farm on a vacant lot!

By industrial, I don’t mean the kind with smokestacks. Just pretend that one’s a sentou.

And finally, some miscellaneous screenshots:


[h2]Closing[/h2]

I’d like to thank Kaminogi and Koma for their wonderful work on this project, and I’d also like to thank Kaminogi for helping organize this whole thing. It’s not easy to coordinate a project in two different languages between two Japanese and an American. I wouldn’t be on this project without him.

Thank you to Paradox for giving us this opportunity and supporting us all the way to the end, pdx_Peanut for their heroic commitment to getting these packs out, and Colossal Order for their unflinching dedication to making this game as good as it can be.

Some closing comments from our team leader, Kaminogi:

Like Stop it D, I also considered the assets needed, starting with “What is the minimum to get started?”. As you know, I am the asset creator for Cities: Skylines and have released a variety of assets. Some are large buildings that everyone is familiar with, while others are very detailed parts, like the Braille blocks on the sidewalk. The first difficult part was to sort out my desires for these and establish the form as the first pack.

Another difficult challenge was that, compared to a few years ago when the project was initiated, my own life stage and work schedule had changed, making it difficult to find the time for the project as initially ideal. I am very pleased that we were able to overcome these difficulties and release the first pack. However, as you all feel, we still lack the necessary parts to create a Japanese landscape. So, I have a request for all of you, especially for the asset creators of Cities: Skylines. We would very much like to borrow your help in Cities: Skylines II, just as you did in the first game. I see this pack as just the beginning of an epic story: the asset community that Cities: Skylines has nurtured for nearly a decade is just beginning. I would, of course, like to help, and the first step will be to convert the Cities: Skylines assets for the sequel.

Next March, we will celebrate 10 years since the release of Cities: Skylines. I hope that 10 years from now, Cities: Skylines II will be a great community, and you and I will be able to create Japanese cities where you feel as if you live there! I hope you and I will be able to create a super realistic Japanese city where you feel as if you live there.



Thank you for reading, everyone. The pack is out now, so go download it from Paradox Mods right now! It’s been a journey, so I’m glad you all get to finally see the finished product. The wait was killing me, so I can’t imagine how you all feel! If you have any feedback on the pack or suggestions for future content, drop a comment or let us know at the links below. Enjoy!

Ryuichi Kaminogi:
https://www.youtube.com/RyuichiKaminogi
https://x.com/kaminogi
https://mods.paradoxplaza.com/authors/Ryuichi%20Kaminogi
https://steamcommunity.com/id/kaminogi_works/myworkshopfiles/?appid=255710

koma:
https://x.com/koma_csl
https://mods.paradoxplaza.com/authors/koma_cs2
https://steamcommunity.com/profiles/76561198367388905/myworkshopfiles/?appid=255710

stop it D:
https://x.com/stop_it_d
https://mods.paradoxplaza.com/authors/stop_it_d
https://steamcommunity.com/id/planetpiss/myworkshopfiles/?appid=255710

Japan Region Pack

[previewyoutube][/previewyoutube]

Experience the Charm of Japan in Your Cities with the Japan Pack, a unique addition to your city-building experience. Curated by amazing community creators Kaminogi, Koma, and Stop it D, this pack is all about bringing Japan's unique charm to life in your cities.

From tranquil low-density housing to bustling mixed-use zones, the pack offers a mix of service buildings, new zones, and iconic Signature Buildings inspired by Japan’s diverse regions. Whether you’re dreaming of peaceful suburban neighborhoods or stylish urban vibes, the Japan Pack has everything you need to create your slice of Japanese-inspired perfection.

Download the pack now for free on Paradox Mods - https://mods.paradoxplaza.com/mods/94094/Windows

Included in the Japan Pack:

  • Service Buildings to support your growing city

  • A variety of Zones, including:

    • Low Density Housing
    • Medium Density Housing
    • Mixed Housing
    • Low Density Business
  • And, of course, stunning Signature Buildings to add an authentic touch!


Creator Dev Diary
Are you curious about how the pack came to life? Don’t miss the latest Dev Diary written by one of the pack's creators — Stop it D! Alongside Kaminogi and Koma, Stop it D shares insights into the creative process, reflections on designing the pack, and some tips for aspiring Cities: Skylines II asset makers.

Read the full Dev Diary here - https://forum.paradoxplaza.com/forum/threads/japanese-region-pack-creator-dev-diary.1719565/


Cities Around the World Giveaway
Don’t forget about the cool giveaways that can be your chance to play weekly and win exclusive limited-edition CSII collectibles.

Find out more about the Cities Around The World Giveaway here -
https://www.paradoxinteractive.com/games/cities-skylines-ii/modding/cities-skylines-ii-region-packs/signup-giveaway?lid=k0pdimy2eega