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Cities: Skylines II News

Adding Custom Assets

[p]Greetings mayors![/p][p][/p][p] It’s been long underway, but we’re excited to finally bring you custom asset support for the Editor. In this dev diary, we’ll walk you through the steps to create your very own buildings and props for Cities: Skylines II, along with a few tips to make the process easier. Our goal for the Editor was to streamline asset creation and give you more control over your creations, while enabling you to create complex assets on par with official content. The result is a powerful tool that offers a lot of freedom and flexibility. It can take some time and patience to learn, but once you get the hang of it, you’ll be able to create truly unique additions to your cities. To help asset makers get started, we added a set of tutorials covering the different functions in the Editor. While it doesn’t get into all the nitty-gritty details, it includes handy reminders of where everything is, and tooltips provide additional information about the different functions. All the technical requirements for assets, like information about textures and meshes, can be found on the official wiki. [/p][p][/p][p]Let’s get into it! From the Main Menu, you open the Editor, just like when you would when creating a custom map. No separate Editor for assets. Instead, you have a scene where one or more objects can be placed and edited simultaneously. That’s right! If you’re making multiple assets, you can prop them all at once! The default scene is an empty green land, but you can also open a map and add roads and trees for size comparison and a visual reference for how your asset will look in the game.[/p][p][/p]
BRING IN THE NEW
[p]To create a custom asset, you first need to import your custom mesh and textures. That’s done by pressing the Asset Importer button, which opens the Asset Importer panel on the right. Here, you set the Project Root, the folder that holds all of your custom assets, and then you select the Assets Folder, which holds all the files for the custom asset you want to import. Next, you choose a Prefab Preset setting, allowing you to either set the asset up as a building, a static object (such as a prop), or copy settings from an existing asset in the game by using the “Existing Prefab in Project” option. Then you just click the Import button and wait for the game to import the asset.[/p][p][/p][p]Once imported, you can place the new asset in the scene to start customizing it.[/p][p][/p][p]To customize an asset, either by adding decorations to it or adjusting its settings, you need to place it in the scene. Decorations are added through the Asset Browser button, which opens a panel listing all assets currently in the game. The base game contains thousands of assets, so the easiest way to find what you are looking for is to use the search field at the top of the list or browse the specific categories. Recent searches are remembered and can be saved by clicking the star icon next to them. Individual assets can also be bookmarked by right-clicking the asset, placing it at the top of the list so it’s easy to find again in the future. [/p][p][/p][p]To add any of these to your asset, make sure the snapping option “Binds overlapping items to a building” is enabled, and decorate to your heart's content. The Editor doesn’t have a hard maximum of props that can be assigned to a building, essentially allowing potentially hundreds or even thousands of props per asset, but keep in mind that too many props can impact performance. Additionally, propping is no longer limited to just buildings; vehicles and props themselves can also be decorated with other assets.[/p][p][/p]
UNLEASH YOUR CREATIVITY
[p]We wanted to make prop placement as flexible as possible, so once a prop is placed, it can be selected and adjusted until it’s just right. When selected, the prop’s Object Info Panel opens on the right. Here, you can modify the prop’s position and rotation by changing the values directly. But that’s not all. You can adjust the prop using a few different shortcuts, making it easy to move, align, or copy props. Want to move a prop freely after placement? Simply select it and press M. Need to align it to another prop? Start by selecting the target you want to align to, then the prop you want to align, and then press either the X, Y, or Z key depending on the axis you want to align. Want to place another bush? Select it and press C to copy it, so you don’t have to find it in the asset library again.[/p][p][/p][p]Props can be adjusted after placement using the Object Info Panel or the M key to move them freely.[/p][p][/p][p]Similarly, we have ensured a lot of freedom when creating the building lots. Gone are the days when you had to manage multiple assets to create truly large building complexes. Now, all you have to do is simply type in the numbers for the depth and width of the lot for the whole building. The maximum lot size is capped at 1000x1000 tiles, allowing the creation of massive buildings. And just like when you’re decorating in-game, surfaces can be freely drawn using the polygonal tool. There are several snapping options available to make the area definition faster and more precise.[/p][p][/p][p]Examples of interesting shapes created with the polygonal surface tool.[/p][p][/p][p]If you aim for a lot of variety in your assets, you will be happy to know that color masking supports three different mask textures that can be applied to different parts of your mesh. Each color mask is given its own unique color property, and the three color properties are treated as one color variation combination. The possible number of color variation combinations is effectively limitless, allowing for a lot of variation in a single asset. The color variation component is attached to the asset mesh, which can be accessed from the Workspace on the left. Depending on the import settings you chose, the Color Properties component may already be there, but if not, you can use the Add Component button and the search function to add it and set up the different variations for your asset.[/p][p][/p][p]You can choose up to three colors per color variation corresponding to the three color masks you created for your asset.[/p][p][/p]
FUNCTION AND FORM
[p]Now you have a great-looking asset, but it also needs to allow citizens and potentially vehicles access. There are two options: invisible paths and pathfinding areas, which can be combined depending on your asset’s needs. Invisible paths are placed using tools similar to road and path building. They can be connected to each other or to specific locations on the lot using the various snapping options. These invisible paths come in a few different variations, including both one-way and two-way vehicle paths and pedestrian paths. Pathfinding areas are created using the polygonal tool to define a surface that citizens can use for navigation. These pathfinding areas are not limited to traversal only, as there are options for special area types where citizens can perform some activity or simply hang out. To ensure a pathfinding area is functional, remember to place a Pedestrian Access Location marker to determine where citizens can enter and exit the area.[/p][p][/p][p]Hospital yard with both one and two-way car paths.[/p][p]
To tweak the assets function, like its cost, capacity, consumptions, and so on, you need the Object Info Panel, which is opened by selecting the asset. If you created your asset based on an existing prefab, all the components are copied from your template, but you can, of course, edit them or add them manually to create something truly unique. The Object Info Panel also contains lists of sub-objects such as props, areas, and effects, which can be edited, copied, or deleted from here. [/p][p][/p]
A FINAL TOUCH
[p]All assets placed in the scene are listed on the Workspace panel on the left of the screen. Here, you can easily locate an asset you’re working on or remove it. Most importantly, this is also where you save your custom asset and, when it’s ready, share it on Paradox Mods so others can enjoy your creation. You can add a description to help others understand what kind of asset you created and include screenshots showing off your work. Once you’re ready to share it, simply press Submit and wait for the serialization and sharing process to finish.[/p][p][/p][p]Share your finished custom asset on Paradox Mods for others to use in their cities.[/p][p][/p][p]And voila! You have successfully imported and shared a custom asset! We look forward to seeing the amazing creations you come up with, and how you use the many options the Editor provides to create something entirely unique. Modding and custom assets have been an important part of Cities: Skylines’ journey, and we can’t wait to see where it takes Cities: Skylines II.[/p][p][/p][p]* Please note that this is the initial implementation of Asset Mods support, and the editor is still considered to be in Beta.[/p]

Asset Mods Patch

[p][/p][p][/p][p]Hello Mayors!
[/p][p]We are excited to share the first iteration of the Asset Mods implementation for Cities: Skylines II![/p][p]
This patch contains a beta update to the Editor that supports asset mods. This will require an update across the base game and all DLCs to support the new way of asset handling, meaning you will see an update to all previous content released for Cities: Skylines II. This update does not change anything about the content in the DLC, just making them compatible with the new Patch.

This patch basically means that your favorite modders can now start sharing mods, and you will soon see them popping up in the Paradox Mods!  We have seen many of the creations that have been worked on already, but it might take a while before they are visible in the mods library.[/p][p][/p][p]Before you start downloading any new assets from Paradox Mods, make sure the base game and all DLCs are fully updated, and that the game has restarted. Downloading and trying to play with mods before you have updated might cause unexpected issues, so a minor update and a restart are something that we recommend!
[/p][p]If you are a modder, looking at making your own assets for Cities: Skylines II after the release of this version of the Editor, we have added a few new guides on our Wiki that should help you get started![/p][p][/p][p]We’re very excited to see what you will make for the game. We will be sharing our favorites, and please send us yours, too!
[/p][h2]Patch Notes for 1.5.2f1:[/h2][h3]New Content[/h3]
  • [p]Added the ability to create and share assets with the Editor.[/p]
  • [p]Creator Pack compatibility update to support the new features of the Asset Editor.[/p]
[h3]Gameplay fixes:[/h3]
  • [p]Fixed crash to desktop when trying to connect a bicycle path to a roundabout with left-hand traffic.[/p]
  • [p]Fixed a performance issue reported in some saves caused by unnecessary pathfinding calculations.[/p]
  • [p]Fixed Tram Junction Station, Tram Parallel Station, and Tram Loop Station not functioning properly. Please rebuild the stations in existing cities for the fix to take effect.[/p]
[h3]Paradox Mods Fixes & Improvements:[/h3]
  • [p]PDX SDK 1.39.3[/p]
  • [p]PDX Mods 1.13.1[/p]

Supply Chains & Skyscrapers

[p][/p][p][/p][p]Hello mayors![/p][p]
The two new Creator Packs, Supply Chains and Skyscrapers, are now available! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Designed by members of the Cities community, 'Skyscrapers' introduces a diverse collection of soaring structures that let players transform their skylines, while 'Supply Chains' brings industrial production to the forefront, from modest workshops to global-scale manufacturing. Together with two new Radio Stations, 'Cloud Lounge FM' and 'Synth & Steel', players’ cities will be humming to the mechanical sounds of progress and smooth sophistication.[/p][p][/p][p]Take a Tour of the New Content:[/p]
  • [p]Skyscrapers: Designed by community creator “REV0”, this pack introduces a bold collection of towering buildings that will transform the skyline of your city. Paying tribute to international architectural styles, it features a selection of stunning high-rises that offer a range of city service upgrades.[/p]
  • [p]Cloud Lounge FM: Elevate the atmosphere in your city with the uplifting lounge tunes of Cloud Lounge FM, designed for sky-high living. With positive, energetic beats, this is the perfect soundtrack for building toward the clouds. So sit back, sip your cocktail with a view, and let your mood soar.[/p]
  • [p]Supply Chains: Designed by community creator “Badi_Dea”, this pack captures the progression of your industrial production. From modest workshops and farmers' markets to global-scale manufacturing, corporate headquarters, and retail stores. Each building represents a step in your city’s supply chain, tracing the journey from raw materials to the hands of the end consumer.[/p]
  • [p]Synth & Steel Radio: Industry meets innovation in a fusion of rich analog synths and raw acoustic textures in Synth & Steel Radio. Inspire your city creations to be bold, driven by a mechanical yet melodic soundscape. Whether forging ahead in manufacturing or refining the urban grid, your city will hum to the rhythm of progress.[/p]
[p][/p][p]The four new DLCs are available today for sale separately, or together in the Skyscrapers & Supply Chains Bundle for $21.90 (save 15%).[/p][p][/p][p]Tomorrow - Asset Mods will also become available for Cities: Skylines II. The free beta update to the Editor will allow modders to implement their own unique props and buildings, and share them with the Cities community through the Paradox Mods library.[/p][p]
This is the last thing on our Road Map for 2025, we will have a Developer Diary from Colossal Order about the Asset Modding tomorrow, so keep an eye out for that![/p]

Dev Diary - Skyscrapers by REV0

[p][/p][p][/p][p]Hello everyone, I’m REV0, and welcome to the Developer Diary of the brand new creator pack - Skyscrapers. In this post, I will talk in detail about the process, features, and development of this project. [/p][p][/p][p]Skyscrapers features 15 Signature buildings, inspired by different buildings and landmarks around the world. The majority of these buildings feature upgrades, allowing you to add the function of a service building. 23 Upgrades are added on top of 15 Signature assets, and 2 unique service buildings.
[/p][p][dynamiclink][/dynamiclink][/p][previewyoutube][/previewyoutube][p][/p][p] [/p][h2]Concept[/h2][p]When I pitched Skyscrapers, I aimed to achieve two primary objectives. The first was to convey a profound sense of scale. From the outset, the pack was designed to showcase a diverse array of buildings that could give the feeling of landmark structures, redefining the skyline of urban landscapes. The second objective focused on the concept of vertical use. [/p][p][/p][p]The notion of using land for multiple purposes has become increasingly prevalent in modern urban planning and architecture. Skyscrapers are no longer constructed as single-purpose edifices; instead, they are designed as multifunctional complexes. This shift reflects broader trends in urbanisation and the need for efficient land use in densely populated areas. Modern skyscrapers often combine residential, commercial, and recreational spaces within a single structure. This integration allows for a vibrant community atmosphere, where people can live, work, and play in close proximity. Vertical use also promotes sustainability by minimizing the urban footprint. By building upwards, cities can preserve green spaces and reduce the need for extensive transportation networks. Focusing on these themes with the Skyscrapers Creator Pack was only possible by using the upgrade feature in Cities: Skylines II. This mechanic allowed me to create multi-purpose signature buildings that can contain one or multiple service buildings, amenities, or recreation areas in a single footprint. [/p][p][/p][p][/p][h2]Art[/h2][p]The rise of skyscrapers began in the late 19th century, driven by advancements in engineering and construction techniques. The introduction of steel frames and elevators made it feasible to build taller structures. Iconic examples like the Sears Tower or the Empire State Building not only transformed city skylines but also set the stage for the modern skyscraper movement.

Skyscrapers have become symbols of economic power and innovation. They represent the aspirations of cities and their inhabitants, often serving as focal points for cultural identity. As someone who made a theme-specific content pack, ‘Mid-Century Modern’ for Cities: Skylines, the International Style felt a natural progression from the 1950s to 1970s, where I personally think the design of skyscrapers and office space reached one of its highest points.[/p][p][/p][p]It was an architectural movement, flourishing from the 1920s to the 1970s. Defined by its functional and utilitarian design language, it truly shone in the realm of skyscrapers. This minimalist yet elegant approach transformed city skylines worldwide. The style's practicality and widespread use of steel and concrete, which also symbolized industrial progress, facilitated its global adoption. As a result, many skyscrapers and corporate headquarters were built in the image of the International Style.[/p][p][/p][p]You will find some skyscrapers in this pack that pay tribute to some of the iconic landmarks representing this elegant style, which shaped the look of many modern cities around the world. 
[/p][p]The form of International Style also allowed me to tackle and artistically solve two technical challenges of Cities: Skylines II, shader and polygon count. Most of the contemporary skyscrapers are covered with glass curtain walls and feature parametric designs in modern days. While they look breathtaking in real life, they can also be very heavy on polygon count, which is not ideal for most games. The existing parameters of the glass shader and parallax interior shader were also important technical challenges, as curved surfaces increase the poly count greatly, and rendering curved faces on parallax interiors distorts the room. Adopting the International style and its rectangular design through the art design also solved the polygon and shader question elegantly. [/p][p][/p][h2]Technical Features and Decisions[/h2][p]Mesh Optimisation[/p][p]Keeping the triangle count well optimised was important for a pack featuring hundreds of meters high structures, covering entire city blocks. In order to keep some level of detailing on buildings, and triangle count acceptable, I decided to model elements of the building, instead of modeling the building as a single mesh. [/p][p][/p][p]This prefabricated approach allowed me to create a high-poly version of these components with modeled edges, framing, and details that can be baked down into a low-poly model, which is used to construct the building mesh. Details such as window frames, which are generally modelled, are baked down to conserve triangle count. [/p][p][/p][p]The combined approach of modelling by components and baking them allowed large assets, such as Tower of Commerce, to go from 2 million triangles down to 150,000.[/p][p][/p][p][/p][p]Color Variations[/p][p]The assets in Skyscrapers try to utilise color variations as much as possible. The color scheme was aimed to be consistent across all assets, with specific orders of colors being assigned to specific parts of the building at all times. [/p][p][/p][p][/p][p]Balancing[/p][p]The signature and one-time placable nature of skyscraper assets required a bit of balancing. For this purpose, I created a separate sheet where I added values from base game assets and region packs. I then looked into my own service building upgrades and aimed to find a balance when it comes to their size, intended function, and price tag.[/p][p][/p][p][/p][h2]Using Skyscrapers Assets[/h2][p]To maximize the impact of the assets in the Skyscrapers, I adopted a realistic approach to urban planning. In the real world, skyscrapers are typically subject to strict planning regulations, such as air rights. These regulations often limit the proximity and density of super-tall structures to preserve ground-level flow and maintain a balanced skyline. Consider air rights when designing your districts, and integrate skyscrapers into a gradual height progression compared to the base game zones and buildings. This approach will enable you to create an aesthetically pleasing and believable skyline.[/p][p][/p][p][/p][p][/p][h2]Building Roster[/h2][p]The Skyscrapers pack includes 17 distinct physical buildings. In addition, there are 23 upgrades available belonging to a range of the buildings, which add further customization options. These upgrades include 5 additional buildings that can be placed around the main building and 3 extra skyscraper structures that can be plopped directly onto the main lot. The rest of the upgrades are designed for extensions of the building's design or function.  [/p][p][/p][h3]Westmont Tower[/h3][p]Westmont Post Office is a functionally-designed structure perfectly suited for a high-density urban environment. This building offers two key upgrades: the first enhances its core postal functions, while the second transforms one of its rooftops into a restaurant. This rooftop dining establishment provides meals and promotes well-being within a 2-kilometer radius. Standing as the shortest skyscraper in the pack, Westmont reaches a height of 105 meters at its tallest point, and is found along other Post and Communications Service buildings in-game.[/p][p][/p][p][/p][h3]Arroyo Seco[/h3][p]Arroyo is an International Style skyscraper designed to provide extensive office space, making it an ideal location for businesses. As a Signature Office building, it stands at a height of 110 meters. It is designed to be surrounded by a substantial green space. [/p][p]Arroyo offers a unique modification: its lower levels can be converted into a police headquarters, complete with a sunken parking lot for both public and law enforcement vehicles. This dual-purpose design enhances office efficiency while simultaneously reducing the city's crime rate. Furthermore, the rooftop features two helicopter pads, exclusively available when the police headquarters upgrade is implemented.
[/p][p][/p][h3]Bell Creek[/h3][p]Bell Creek is a residential signature building, soaring to a height of 120 meters. It offers an upgrade that incorporates a police station within a secondary tower, along with dedicated parking for service vehicles. [/p][p][/p][p][/p][h3]Emerald Towers[/h3][p]Emerald is a Mixed Signature complex, distinguished by its contemporary design. The base of the building is dedicated to commercial activities, while its two towers are exclusively for residential use. Emerald offers a service building upgrade, which integrates an elementary school within the building's footprint. Standing at a height of 130 meters, this signature building provides valuable bonuses related to entertainment, well-being, and indoor recreation for its residents.[/p][p][/p][p][/p][h3]Seaworth[/h3][p]Seaworth Building is a quintessential International Style office skyscraper, characterized by its elegant design and modest footprint. Towering at approximately 150 meters, it features inviting public spaces at both the front and back of the structure, enhancing accessibility and community interaction. [/p][p]As an upgrade option, the Seaworth Building can be transformed into a fully functional city hall, offering the same benefits as the base game city hall building. This versatility not only reflects modern urban needs but also pays homage to the timeless elegance of its architectural inspiration.[/p][p][/p][p][/p][h3]The Docklands[/h3][p]Docklands is a 150-meter-high mixed-use skyscraper, blending residential and commercial spaces with a contemporary design. The building is distinguished by unique pockets of green spaces, “carved” into the tower's structure. These accessible areas are connected to the main entrance.[/p][p]Docklands can be upgraded to incorporate a functional fire station HQ on the ground floor. The number of fire trucks for the station module was carefully determined, using real-world dimensions for apparatus bays to ensure balanced gameplay. Additionally, the rooftop is equipped with helicopter pads, supporting fire suppression operations all over your city.[/p][p][/p][p][/p][h3]Long Wires Tower[/h3][p]Long Wires is a brutalist-designed office signature building. Engineered to withstand any natural disaster events, it functions as an indestructible structure even within the game.[/p][p]The building offers three distinct upgrades, each adding valuable features. The first upgrade enables Long Wires to function as a substation, accepting both above-ground and underground high-voltage lines. The Communications Relay upgrade transforms the building into a Telecom Tower, providing essential internet connectivity to its surrounding area. Finally, the third upgrade converts the parking lot into a functional disaster bunker, offering refuge during disaster events.[/p][p][/p][p][/p][h3]The Coruna[/h3][p]The Coruna is a slender, International Style skyscraper, serving as a Signature Office building. Its upgrade path offers a unique transformation into a comprehensive university complex. [/p][p]The first functional upgrade converts a portion of the 160-meter-high building into a university, unlocking both an auditorium and the research wing. The auditorium can be placed multiple times to incrementally increase the building's total student capacity. The separate, specialized Research Wing upgrade enhances the efficiency of the electronics industry while simultaneously reducing the city's overall waste output.
[/p][p][/p][h3]Finanzturm [/h3][p]Finanzturm embodies peak office design from 1980s Europe. It is inspired by a similar building located in Frankfurt. This building serves as a tribute to the original Skyscrapers pack from Cities: Skylines (1) and its creator, Feindbold. This was his favorite skyscraper design, and as such, I decided to include it.[/p][p]Standing at a height of nearly 200 meters, the Finanzturm offers city effects, reducing loan interest rates and enhanced import/export efficiency.[/p][p]
[/p][h3]Lighthouse Pointe[/h3][p]Lighthouse Pointe is a residential signature building, characterized by its two towers, with the tallest reaching a height of 205 meters. Designed with a contemporary architectural style, it draws inspiration from recent developments in Europe. [/p][p]Lighthouse Pointe offers a Wellness Center upgrade, which adds a recreational facility atop the rooftop garden.[/p][p][/p][p][/p][h3]Grandview Heights[/h3][p]Grandview Heights is the pack's largest building in terms of footprint, comprising a complex of five individual skyscrapers interconnected by green spaces and footpaths. This expansive footprint is largely due to the hospital upgrade, which is elevated above ground and connected to all towers. The hospital also includes a substantial parking lot upgrade, accessible to both residents and the public. One of the skyscrapers features two helipads for hospital helicopters. For players seeking to further enhance their healthcare capabilities, a sixth tower upgrade functions as a disease control center, providing additional helicopter capacity.[/p][p][/p][p][/p][h3]Kansai Tower[/h3][p]Kansai is a modern skyscraper designed to accommodate shopping malls and commercial spaces for retail and management operations. The building incorporates open spaces on various levels, including a rooftop restaurant. [/p][p]As a commercial signature building, the Kansai Tower also offers a high school upgrade, seamlessly integrated into the existing building footprint to complete its design.[/p][p][/p][p][/p][h3]Aurum Spire [/h3][p]The Aurum Spire is a futuristic and sleek signature office skyscraper, reaching a height of 340 meters. I envisioned this building as a hub for engineering and research companies focused on cutting-edge technologies. This vision is reflected in its in-game functions: the Aurum Spire reduces pollution throughout the city while simultaneously boosting software usage.[/p][p][/p][p][/p][h3]Hurston Yards[/h3][p]Hurston Yards is a massive mixed-use urban redevelopment, featuring a large shopping mall integrated with two residential skyscrapers. The skyscraper complex can be transformed into a tourist attraction with the addition of an open observation deck. A secondary upgrade introduces a free, placable third tower, dedicated to commercial activities. This tower boosts import/export trade, with a minor increase in the city's garbage output as a trade-off.[/p][p][/p][p][/p][h3]Terminal City Bank[/h3][p]Terminal City is a state-of-the-art skyscraper, standing at a height of 350 meters. Designed to serve as the anchor point for any financial district in your downtown, it features a 4-platform subway station upgrade. For gameplay purposes, Terminal City functions as a city bank, providing interest rate bonuses to the city. It is located within the Administration tab of the game user interface. [/p][p][/p][p][/p][h3]The Great Tower of Commerce[/h3][p]As the iconic centerpiece of the pack, The Great Tower of Commerce stands as the second-highest skyscraper. This commercial signature building reaches a height of 546 meters, embodying the sleek lines and functional elegance of the International Style, reminiscent of iconic structures that have shaped city skylines.[/p][p]The Great Tower of Commerce offers an upgrade path to enhance its commercial functionality. This upgrade introduces a vibrant shopping mall on the ground level, alongside a spacious public parking lot, further solidifying its role as a central hub for commerce and community activity. The greenspace on top of the building can be used by citizens for outdoor activities.
[/p][p][/p][h3]Silver Dragon[/h3][p]Inspired by contemporary skyscraper designs in China, Silver Dragon stands as the tallest building in the pack. Its name is derived from the observation deck's canopy design, which is based on dragon scales. [/p][p]Silver Dragon offers an upgrade path to incorporate a college campus, and, like Coruna, this upgrade can be placed multiple times to meet your city's needs. Furthermore, Silver Dragon boasts a unique upgrade, the 'Geotechnical Institute,' which enhances the ore and oil deposits within the city.
[/p][p][/p][h2]Props [/h2][p]The Skyscrapers pack includes three in-game props and one editor-specific prop. The benches can be used independently by players to decorate any public space. To indicate the direction citizens will use the benches, I've included citizen markers on the sides of these props, as the benches themselves lack a backrest. For editor use, a separate cleaning unit prop is available, designed for placement on various skyscraper rooftops.
[/p][p][/p][h2]Conclusion[/h2][p]Developing the Skyscraper pack presented a unique challenge: creating compelling art while adhering to the game's technical constraints. Managing triangle counts, working with glass and grass shaders, and ensuring proper pedestrian pathfinding, all while maintaining an artistic vision, proved to be a particularly engaging aspect of this project. Stepping outside my comfort zone has always been exciting, and the Skyscraper pack was no exception. I extend my sincere gratitude to Paradox Interactive for entrusting me with this Content Pack. [/p][p][/p][p]Thank you for your time reading this Dev Diary, and I hope you enjoy the content as much as I enjoyed creating it.[/p][p][/p][p][/p]

Supply Chains - Dev Diary by Badi_Dea

[p]Hi folks![/p][p][/p][p]I’m Badi_Dea, and I’d like to tell you a little about my content creator pack: Supply Chains! You may remember me from other Cities: Skylines projects, such as the USA Southwest Region Pack, or Parking Lot Roads custom roads mod from the original game.[/p][p][/p][p]One of the mechanics in Cities: Skylines II that I have really grown to love is the resource flow from extractors to processors to consumers, and when Paradox gave me the opportunity to contribute my own little piece to the Cities: Skylines II ecosystem, right away, I knew what I wanted to make.[/p][p]​[/p][p]You can Wishlist the new Creator Pack 'Supply Chains' now![/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]The Concept[/h2][p]When I play city-building games, I always try to build the history first. Growing a city from a small village into a metropolis doesn’t just happen in an open grass field; it takes some kind of anchor to lend an air of plausibility for why the city was settled, and what kind of city it will become in the future.
[/p][p]Whether you choose to begin with a charming farming village or a backwater mining town, I wanted to encourage you, the player, to develop that history as the city grows.
[/p][p]Supply Chains focuses on all 9 of the base game resources. When you begin extracting resources, you start your path to unlocking the first step in your supply chain.
[/p][p][/p][p][/p][h2]How the Supply Chain Works[/h2][p]Let's follow the Grain supply chain in Supply Chains to see how it all works! [/p][p][/p][p]Buildings in the Grain supply chain will unlock in sequence based on how much grain has been produced.[/p][p][/p][p]When our little farming town has finally produced enough Grain to warrant the construction of a Cereal Mill, we can start processing Grain into Convenience Food. I’m sure everyone back in town will be happy that they have a place to locally produce their own cereal.[/p][p][/p][p]The Cereal Mill in its early state.
[/p][p]Now that the Cereal Mill has been established for a while and the village has grown, it makes sense that a Bakery and Confectionery could sell those convenience foods to the locals. Not all supply chains have a commercial building; oil, metal, coal, and rock aren’t direct-to-consumer products, so they have a secondary industrial building.
[/p][p]The Bakery and Confectionery is an important step in the supply chain, selling directly to all your citizens.[/p][p][/p][p]But wait! The demand from the local Bakery and Confectionery shop has outpaced our ability to produce! It’s back over to the Cereal Mill for some much-needed expansions. The main industrial building in each supply chain has an upgrade.
[/p][p]More demand requires more upgrades, so the Cereal Mill has grown in size and capacity.
[/p][p]After realizing how popular our Cereal Mill has been, the executives behind “Big Grain” have decided that marketing is the way to go to maintain growth.
[/p][p]Building a TV Studio to directly market to consumers is the last step in the Grain supply chain. 
[/p][p]How much product placement can your Studio sell to your city?[/p][p]​[/p][p]There are 8 other resource supply chains to explore and build, and as you can see in the picture below, there is much to explore. I hope you liked this preview of the Grain supply chain, and I hope that you enjoy this pack![/p][p][/p][p][/p][p]As you progress through the supply chain, each building tells a story that, when combined with your own, builds the fabric of the world you’re creating. I tried to inject some whimsy here and there, so some of the supply chains end up in places you might not expect![/p][p][/p][p]Thanks for taking the time to read this dev diary, and I’m excited to see what you think and what narratives can be crafted with these assets in your own city![/p][p][/p][p]You can find more epic Badi_Dea assets for Cities: Skylines (1) here![/p][p]
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