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Cities: Skylines II News

Colossal Order's biggest mistake working on Cities: Skylines 2? Banking on not-quite-ready Unity features


Is it fair to say Cities: Skylines 2's development has been incredibly messy? I'd say it's fair, after all, the game has completely shifted developers in the past few months, that doesn't sound like smooth sailing to me. In the nearly three years since it was released, the city builder still has plenty of issues to deal with, perhaps a symptom of a more industry wide problem. But in a recent interview, Mariina Hallikainen, CEO of the game's now former developer Colossal Order, has spoken about the specific difficulties the studio faced with the engine the game was built in, Unity.

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Office Evolution & City Stations - Available Now!

[p][/p][p][/p][p]Cities: Skylines II joins the anniversary celebration today with brand-new content and a fresh free update.[/p][p][/p][previewyoutube][/previewyoutube][p]Available now:[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Office Evolution expands your high-density office zones with new signature buildings that blend heritage character and modern design, reshaping your business districts in bold new ways.[/p][p][/p][p]City Stations enhances your transport network with compact depots, detailed rail yards, alternate station designs, and new landmarks to elevate your infrastructure game.[/p][p][/p][p]Two new radio stations, Smooth Vibes FM and Skyrail Radio, are also ready to soundtrack your city’s growth.[/p][p][/p][p]In addition, a free patch from Iceflake Studios is now available to download, marking their second update for the game and bringing further improvements to your city-building experience.[/p]
  • [p]First up is a new zoning toggle for roads. Inspired by popular community mods, this feature lets you remove zoning from either side of a road, or both, giving you more control when designing your streets.[/p]
  • [p]The patch also adds the Iceflake Arena, a brand-new signature commercial building that gives your citizens a place to gather for concerts, ice hockey matches, and other events. Beyond the entertainment, the arena boosts attractiveness and well-being across the city within a two-kilometer radius.[/p]
  • [p]A first version of the new in-game Encyclopedia is also included. It gathers useful information about game systems, tutorials, and features into one searchable place, making it easier to find answers while you build.[/p]
[p][/p][h2]Patch Notes[/h2][p][/p][p]Our second patch is here! As mentioned in our City Corner #3, this patch will not be the biggest one of the bunch, but has new features and bug fixes nonetheless, as well as our new signature building, Iceflake Arena!
[/p]
  • [p]New free signature building: Iceflake Arena.[/p]
  • [p]New Content Creator Pack: City Stations.[/p]
  • [p]New Content Creator Pack: Office Evolution.[/p]
  • [p]New radio station: Smooth Vibes FM Radio.[/p]
  • [p]New radio station: Skyrail Radio.[/p]
[h3]Gameplay:[/h3]
  • [p]New feature: Zone toggling, allows toggling zoning on or off on either side of the road.[/p]
  • [p]Fixed an issue where loading an easy mode save through "continue game" changes the difficulty from easy to normal.[/p]
  • [p]Fixed cases where citizens could get stuck while waiting for a new home.[/p]
  • [p]Fixed cases where citizens could get stuck while trying to leave the city.[/p]
  • [p]Fixed cases where citizens could get stuck while committing a crime.[/p]
  • [p]Increase office demand as the first step of office demand rework.[/p]
[h3]UI:​[/h3]
  • [p]New feature: Encyclopedia.[/p]
    • [p]Advisor has been removed and is replaced by Encyclopedia[/p]
  • [p]Progression feed pop-ups moved to appear above city demand.[/p]
  • [p]Fixed artifacts in roundabout and cul-de-sac icons.[/p]
  • [p]Fixed the icons of Bridges & Ports:[/p]
    • [p]The icon of “Two-lane one-way port gate road” now has two lanes and two arrows.[/p]
    • [p]The icon of “Two-lane port gate road” now has two lanes.[/p]
    • [p]The icon of “Three-lane asymmetric port gate road” now has three lanes.[/p]
    • [p]The icon of “Two-lane one-way port road” now has two lanes and two arrows.[/p]
    • [p]The icon of “Four-lane one-way port gate road” now has four lanes and four arrows.[/p]
  • [p]Custom color palettes “New palette” now fits its icon even with text scaling.[/p]
  • [p]Tutorials welcome and ending messages now fit their pop-ups even with text scaling.[/p]
  • [p]Tutorial task list now scales properly at 150% text scaling.[/p]
  • [p]The option “Use Legacy Interface” is now localized.[/p]
  • [p]Roads now properly unlock upon tutorial completion.[/p]
  • [p]City demand can now be accessed with a controller.[/p]
[h3]Visual:​[/h3]
  • [p]Updated window textures to improve the visual look especially on skyscraper style buildings.[/p]
  • [p]Fixed shadow atlas resolution from being forced to 8k on all setting levels. Improves performance especially on Low settings.[/p]
  • [p]Fixed an issue where the camera was still invisibly moving even when the user had released the button to move it. This caused the shadows to flicker for some time after the camera was moved.[/p]
  • [p]Updates to glass rendering to improve the visual look.[/p]
  • [p]Trees on plots now grow again.[/p]
[h3]Misc:​[/h3]
  • [p]Economy's resource column headers now properly translated.[/p]
  • [p]Spanish tutorial OK button no longer overlaps text in the sewage part.[/p]
  • [p]Settings-file improved. Settings should no longer reset when rebooting the game.[/p]
[h3]
Known issues:[/h3]
  • [p]Some round buildings are treated as having square footprints, making road connections difficult (Sunken Subway Park).[/p]
  • [p]Citizens still sometimes try to leave the city via an unreachable outside connection.[/p]
  • [p]Some cims and their dogs still get stuck at industrial locations.[/p]
[p][/p][p]Update your game and jump back into your city to try the new features. The team is continuing to work on improvements and will share more updates in the coming months.[/p][p][/p][p]All March 18 releases will be available individually, or together in the Office Evolution&City Stations Bundle for $21.99 / £18.49 / €21.99, saving 15% if you grab the bundle.[/p]

Dev Diary - Office Evolution by Titan

[p][/p][p][/p][p]Hey guys, this is Titan![/p][p][/p][p]Some of you may know me - I have been an active Asset Creator for Cities: Skylines since day one, am making assets for Cities: Skylines II as well, co-created the German Region Pack, and occasionally make some videos on YouTube as well… Today, I have the pleasure to tell you a little something about my very own Content Creator Pack: Office Evolution.
[/p][p]I always felt like office zones are neglected in the game and its predecessor. In Cities: Skylines, we only had high-rises; in Cities: Skylines II, we have either very tall high-rises or suburban single-story low-density office lots. We now have some quite nice Signature Buildings that offer more variety, but their number is very limited, naturally. I always felt like a medium-density office zone for all the cities that are neither New York City nor Tokyo are missing. So, when Paradox asked for ideas for an office-related CCP, I knew my time had come![/p][p][/p][p][/p][p][/p][h2]The Idea[/h2][p]
Throughout my Asset Creator career, if you wanna call it like that, I have received some calls for a specific kind of architecture that felt a bit outside my usual playground (those that know me also know that I specialized in historic European buildings: small and ornate old townhouses, churches, palaces, you name it).[/p][p][/p][p]On multiple occasions, oddly enough, people asked me to make eclectic architecture: combine the old and the new, the stone-and-plaster facades with modern and daring glass-and-steel additions. Preposterous! To defile grand old architecture like that … and yet … and yet, I can’t deny it has a certain feel to it that I kind of like. The clash between then and now, the visible evolution of the city…[/p][p][/p][p][/p][p]So, when I was given the chance to make this office pack, I knew this was the one in a million chance to follow that guilty pleasure of mine![/p][p][/p][p]The idea is simple: a pack that offers a medium-density office zone. A set of buildings that display historic architecture but, as it levels up, becomes more modern, gets glass towers added on, or its ornate facade is deconstructed. This kind of eclectic architecture is especially common in Europe, with its old and grand buildings, but also exists in other parts of the world, from the US all the way to Japan. Its execution was a little bit more difficult, but more on that later. [/p][p][/p][p][/p][p][/p][h2]The Making-Of[/h2][p][/p][p]As I said, my usual playground is historic (as usually hundreds of years old) buildings, so making modern buildings, let alone the clash between modern and historic, was a unique challenge for me. I had to look for inspiration, figure out proportions and materials, upgrade paths, and modern building designs.[/p][p]
To do so, I modelled some “mock-up” buildings. Quickly done cubes with photos projected on them to give an idea of what the zone might look like and how modern and historic facades can work together.[/p][p]
[/p][p]Once these were done, I started actually working on…[/p][p][/p][h2]The Zone[/h2][p][/p][p]After a good few weeks of work, the first buildings were done. For the most part, I started with the historic buildings and then gradually redeveloped them just as architects would have done in reality.[/p][p][/p][p]The core of the pack is a new high density office zone - complete with 5 lot sizes and 45 buildings inhabiting them. Most buildings display a clear path from classical to modern architecture as they progress through the levels.[/p][p][/p][p][/p][p][/p][p]For this pack and this zone, I was happy to stray from the usual way of levelling up buildings: in the vanilla game, only levels 1, 3 and 5 have unique buildings, while the intermediate levels have the same meshes, usually with more props on them.[/p][p][/p][p]For the my pack, I added small changes between all levels. This really shows a smooth transition from a heritage building to a modern office complex.[/p][p][/p][p][/p][p][/p][h2]Signature Buildings[/h2][p][/p][p]Only once the largest part of the zoned buildings was done did I also start making the 3 signature buildings, though it was clear from the start that I wanted to make some. With only a limited number of buildings possible in a CCP, it was clear that the zoned buildings could not stand out too much, lest you risk an office district look too repetitive.[/p][p][/p][p]With signature buildings, of course, that’s not an issue. With these, I really wanted to make some buildings where the modern extension absolutely dwarfs the heritage building, with little care for the original.[/p][p][/p][p][/p][p]Have a look at the Brunswick corner building, for example. There used to be an old administrative building from the 1880s here. A grand neo-Gothic building with ornate details and a larger tower on the corner. Time, however, was not kind to it. It fell in disrepair, burned down until only a small ruin was left of it. Scroll forward a hundred years, and a growing multimedia corporation is looking to develop a new HQ. They found a derelict site in the city center with a long history. The ruin standing still provides a glimpse of the grandeur of old - just what the company needs. A corner lot in the centre of the city, where they can display their modern approach to media and a connection to tradition. So, instead of razing the ground, they carefully secured the old parts and included them in the main entrance of the building.[/p][p][/p][p]So, buildings like that also show a glimpse into the history of a city. History, which I always look for in my cities is just as well displayed in each of these buildings![/p][p][/p][p][/p][p]That’s it from my side! I hope this short Dev Diary gave you an understanding of the style I wanted to recreate in the game and the gap that I felt had to be filled.[/p][p][/p][p]Thanks for reading through this, and I can’t wait to see the progression from ornate facades to thriving office districts in your city.[/p][p][/p][p]Cheers![/p][p][/p][p]https://mods.paradoxplaza.com/authors/_Titann_[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Dev Diary - City Stations by Bad Peanut

[p][/p][p][/p][p]Hello everyone![/p][p][/p][p]Bad Peanut here, and this is the dev diary for my first Creator Pack for Cities: Skylines II. For those of you who know me, I’m going back to my roots with some public transport. For those of you who don’t know me, I started out making assets for Cities: Skylines way back in 2015 (yes, I am now officially Old™), where I made train station assets, vehicles, and other things inspired by local Australian architecture.[/p][p][/p][p]Over the years, I released quite a portfolio of content for free on the Steam Workshop, as well as two Content Creator Packs - Train Stations and Sports Venues. Since Cities: Skylines II launched, I’ve also continued making free assets on my Paradox Mods creator profile following the release of the asset editor beta.[/p][p][/p][p]In this dev diary, I’m going to take you through the ideas I had when designing this pack and show off some of the features and details I’m most proud of.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][previewyoutube][/previewyoutube][p][/p][h3]So what’s this pack all about?[/h3][p][/p][p]I’ve always thought of City Stations as a bit of a spiritual sequel to my first pack, Train Stations. A lot of the concepts I used in that pack have been expanded upon here, but this time making use of some of the new functionality Cities: Skylines II gives us as asset creators.[/p][p][/p][p]One of the biggest differences this time around is the wider range of transport options available in the base game. In particular, trams are now part of the core transport network, so it felt important to include them in the design of the pack as well.[/p][p][/p][p]Looking at the public transport systems available, I decided to focus on the four main intra-city types: Bus, Tram, Train, and Subway.[/p][p][/p][p]From there, I had to decide the scope of how many buildings I could realistically create during the development period. I wanted the pack to feel diverse and flexible so players could use the stations in many different situations across their cities, while also including a cornerstone “landmark” for each type to give your city that wow factor.[/p][p][/p][h2]Design and Gameplay[/h2][p][/p][p]For each transit type, I wanted to include two stations that can be placed repeatedly across your city as everyday variants, as well as one major landmark station. There are also a variety of upgrades that are used across most of the assets.[/p][p][/p][p]Stations that are not unique and can be placed many times in your city make use of the placeholder propping system in Cities: Skylines II. This means I have created a “placeholder” prop that represents the roof elements of the platforms and concourses. Each time you place a station, it randomly selects one of two roof designs to use.[/p][p][/p][p]Each of these roof designs also includes an assortment of colour variations separate from the main building’s colour variations. This helps each station feel slightly different, so you aren’t placing the exact same-looking station across your city every time.[/p][p][/p][h2]Bus Transport:[/h2][p][/p][p]All bus stations included in the pack are designed to be slightly sunken below ground so that the pedestrian concourses span over the bus lanes, allowing grade separation between bus traffic and the people accessing the stations. This helps keep passenger movement smooth while buses continue flowing through the station.[/p][p][/p][p]There is also a new bus stop prop included, designed with slightly more comfort for citizens waiting for the next bus.[/p][p][/p][h3]Included assets:[/h3]
  • [p]Compact Bus Depot[/p]
  • [p]Architectural Bus Stop Shelter[/p]
  • [p]Small City Bus Station[/p]
  • [p]Large City Bus Station[/p]
  • [p]City Center Bus Station[/p]
[p][/p][h3]Compact Bus Depot[/h3][p]Each transport type includes a new depot, and I tried to make these depots as compact or functionally different as possible compared to the base game versions.[/p][p][/p][p]While its footprint is small, it still packs a fleet of 10 buses and includes an upgrade for electric buses if you choose to use it.[/p][p][/p][p]I made the decision to keep the shed open so you can see any parked buses. Since we can now have service vehicles parked on lots, it adds a bit more detail and realism to the depot.[/p][p]
[/p][p]Compact Bus Depot[/p][p][/p][h3]Architectural Bus Stop Shelter[/h3][p]This is a new bus stop prop that can be placed on your sidewalks, acting as a slightly more comfortable and desirable stop for your citizens.[/p][p][/p][p]If your citizens care about comfort, they may prioritise using a bus line that utilises these shelters - and yes, they will sit down to wait![/p][p][/p][p]Architectural Bus Stop Shelter[/p][h3]
Small City Bus Station[/h3][p]This is the smallest bus station included in the pack. It has 4 integrated bus platforms and also features 2 parked buses on the lot, acting as a microbus depot to add a little extra capacity to your city’s fleet.[/p][p][/p][p]While this station doesn’t have any upgrades, the upgrade menu contains a shortcut to the bus line tool, making it faster to access and create bus lines without returning to the transportation menu.[/p][p][/p][p]A key aspect of my stations is that the public can use them as recreational park spaces, so this station also provides a small amount of park leisure to the surrounding area.[/p][p][/p][p][/p][p]Small City Bus Station[/p][h3]
Large City Bus Station[/h3][p]The Large City Bus Station has similar functionality to its smaller counterpart. It spans a larger area, allowing space for more bus platforms. Each platform includes pull-in bays so other buses can move past vehicles that have stopped to take on passengers.[/p][p][/p][p]It has two upgrades available - Extra Platforms and a below-ground Subway Interface.[/p][p][/p][p]The roofs used on the platforms alternate between two designs, as does the main roof over the central plaza and concourse, along with the Subway Interface.[/p][p]
Citizens can spend leisure time here before their journey starts, as the station also doubles as a park for the surrounding area. They can also use the station as a small public parking area for park-and-ride trips or for visiting nearby spaces.[/p][p][/p][p][/p][p]Large City Bus Station[/p][p][/p][h3]City Center Bus Station[/h3][p]This is the landmark bus station for the pack - a unique building. Because of this, its visual appearance mostly doesn’t have alternating designs, so as a statement piece, it will always have a consistent look when placed in your city. That being said, the platforms still utilise the randomising roof props.[/p][p][/p][p]The functionality of the station starts with a single platform per concourse, but there is an upgrade available to add a second platform attached to the same concourse. Citizens will route to the end of their platform before gathering in the waiting area, so if you have long lines for the bus, they won’t stretch far enough to block the stairs (though if it gets that far, you might need to add more buses to the line).[/p][p][/p][p]There is also a small, basic bus depot that adds an additional fleet of 8 buses to your city. The caveat is that it does not house electric buses by itself. The station also features a wide open park in front of the concourses and a small car park outside the front of the waiting hall and staff offices.[/p][p][/p][p]It also supports the Subway Interface upgrade, which comes with its own alternating roof designs.[/p][p][/p][p][/p][p]City Center Bus Station[/p][h2]Tram Transport:[/h2][p]Two of the tram stations are designed to be part of a plaza or gathering point for people. The tracks run through from front to back, allowing you to create a through-tram plaza or ignore the rear access and treat it as a terminating stop.[/p][p][/p][p]The landmark asset is a terminal station where the trams loop around the back, meaning pedestrians don’t need to cross the tracks to wait on the platform safely.[/p][p][/p][p]Included assets:[/p]
  • [p]Compact Refurbished Tram Depot[/p]
  • [p]Architectural Tram Stop Shelter[/p]
  • [p]Small Tram Plaza[/p]
  • [p]Large Tram Plaza[/p]
  • [p]Tram Terminal Plaza[/p]
[p][/p][h3]Compact Refurbished Tram Depot[/h3][p]This tram depot is something I really like - it reminds me of the older tram depots in Melbourne when I used to live there. The fact that it offers a larger number of trams for the area it takes up is also a big advantage for the building.[/p][p][/p][p]It comes with an upgrade that adds an additional modern tram shed to the back of the lot, giving you 6 extra trams to add to your fleet.[/p][p][/p][p][/p][p]Compact Refurbished Tram Depot[/p][p][/p][h3]Architectural Tram Stop Shelter[/h3][p]Similar to the new bus stop prop, this tram stop prop allows you to place a modern-looking shelter with slightly more comfort for your waiting passengers, who can make use of the built-in seating.[/p][p][/p][p]Whether placed on the sidewalk or on a road median, the stop can be used as part of the road layout to accommodate it. Two shelters can fit side by side on a median to service both directions.[/p][p][/p][p][/p][p]Architectural Tram Stop Shelter[/p][p][/p][h3]Small Tram Plaza[/h3][p]This plaza has a tram track running on a curve through its centre. The track connects automatically to the road at the front, and you can optionally connect the rear side to create a through-station or leave it disconnected to use it as a terminal stop.[/p][p][/p][p]Doubling as a park asset, it supports nearby properties and residents with a recreation space, even if they aren’t planning to take the tram. The roof design alternates between two models.[/p][p][/p][p][/p][p]Small Tram Plaza[/p][p][/p][h3]Large Tram Plaza[/h3][p]The Large Tram Plaza is an expanded version of the Small Tram Plaza. It provides a leisure space for citizens to spend time, as well as 6 platforms for trams to stop at.[/p][p][/p][p]Its alternating roofs provide shelter for passengers waiting at the platforms, and it features an upgrade that adds a small tram depot yard at the rear of the lot to help boost the number of trams available in your city.[/p][p][/p][p][/p][p]Large Tram Plaza[/p][p][/p][h3]Tram Terminal Plaza[/h3][p]The landmark station for trams is a large, sheltered plaza where the tram tracks loop around the rear of the building, creating terminus platforms so that citizens don’t need to cross tracks to wait for their next tram.[/p][p][/p][p]It features an indoor passenger hall where people can wait, buy food, or pick up the local newspaper. Out front, there is a fountain and, like the other landmark stations, a tall glass clock tower. The clock tower can be replaced with a Subway Interface upgrade that connects passengers to subway services at the front of the plaza.[/p][p][/p][p]The design of the building remains unique within your city and was inspired by a station I previously made for Cities: Skylines as a modular train station, loosely inspired by Rotterdam Centraal.[/p][p][/p][p][/p][p]Tram Terminal Plaza[/p][h3]Subway Transport:[/h3][p][/p][p]Subway stations were some of the station types I created for my first Content Creator Pack for the original game. I wanted to provide similar options for the sequel, so you will likely recognise concepts such as the bypass station and the 4-platform station, not to mention the return of a sunken subway plaza.[/p][p][/p][p]This time, the plaza appears as a circular park that can be upgraded and is one of my favourite stations in the pack. It was also the first station I modelled and planned out during development.[/p][p]
Included assets:[/p]
  • [p]Compact Subway Yard[/p]
  • [p]Small Subway Plaza[/p]
  • [p]Elevated Bypass Subway Station[/p]
  • [p]Sunken Subway Park[/p]
[p][/p][h3]Compact Subway Yard[/h3][p]This compact subway yard was designed to be a shallower version of the base game yard, allowing you to fit more vehicles into a smaller space. To start with, you get 6 subway vehicles parked under the main shed, which also houses the offices where staff can have good oversight of the tracks beneath the roof.[/p][p][/p][p]An upgrade adds another 6 subway vehicles and a new, shorter shed adjacent to the main one. The tracks are slightly sunken, with one end of the yard connecting to a ground-level offshoot and the other linking to the underground network via a concrete tunnel entrance.[/p][p][/p][p]The yard also includes space for public parking that can be used by staff and nearby residents. The design of the shed mirrors the modern shed used in the Tram Depot.[/p][p][/p][p][/p][p]Compact Subway Yard[/p][p][/p][h3]Small Subway Plaza[/h3][p]As you can see, the theme of public transport as a public space continues! This Small Subway Plaza is home to a park where citizens can come and hang out.[/p][p][/p][p]It starts with a double-track island platform and, with an upgrade, expands to include a second perpendicular island platform that runs beneath the first, connected by an underground concourse.[/p][p][/p][p]The roof design alternates between two styles, and there is a separate upgrade that adds a compact bus interface. This creates a small loop around the plaza and adds 3 pull-in bus bays.[/p][p][/p][p][/p][p]Small Subway Plaza[/p][p][/p][h3]Elevated Bypass Subway Station[/h3][p]With a return to the bypass configuration, this elevated subway station starts as an island platform, with 2 bypass tracks running along the outer edges.[/p][p]
When upgraded, 2 side platforms and their supporting access structures connect to the underpass. This station also features 2 alternate designs to switch between and includes the familiar compact bus interface upgrade, adding 3 bus bays to the main entrance.[/p][p][/p][p]The station is placed perpendicular to the road beneath it rather than parallel.[/p][p][/p][p][/p][p]Elevated Bypass Subway Station[/p][p][/p][h3]Sunken Subway Park[/h3][p]Here it is - the landmark of the subway stations. It’s big, it’s beautiful, and while it follows similar principles to its predecessor in my first pack, it’s a completely new take.[/p][p][/p][p]As a circular asset, it can be placed and elegantly integrated into a surrounding park area or even in the centre of a giant roundabout. If circles aren’t your favourite, it still fits into a square space, and you can use the pathways and surfaces tool to tweak the included connections to suit.[/p][p][/p][p]Featuring the iconic glass clock tower, the central park area is visited by citizens who can picnic or do yoga on the lawns, or sit on the stepped terraces to watch the subways go by.[/p][p][/p][p]The first level of tracks is smoothly curved to complement the circular shape of the sunken park. If your subway network is busier and requires more platforms, an upgrade is available that removes the central park area (and therefore reduces the attraction value), replacing it with a second, deeper level containing 8 extra platforms.[/p][p][/p][p]For those of you who have little trust in the powers of drainage, it also includes an upgrade that adds an architectural glass roof to protect the platforms from the worst of the weather, boosting the station’s comfort.[/p][p][/p][p][/p][p]Sunken Subway Park[/p][p][/p][h2]Train Transport:[/h2][p]Also featured in my original pack for the first game, train stations are my bread and butter, as they were the first kind of asset I ever made for the franchise. Since then, I’ve created many more, whether through Content Creator Packs, free uploads, or even as part of official DLC during my time at Colossal Order.[/p][p][/p][p]As with the subway transport, these stations build on the principles of bypass stations and compact variations, all except the landmark train station. There’s nothing compact about that one![/p][p][/p][p]Included assets:[/p]
  • [p]Compact Rail Yard[/p]
  • [p]Sunken Bypass Train Station[/p]
  • [p]Elevated Bypass Train Station[/p]
  • [p]City Central Train Station[/p]
[p][/p][p]Compact Rail Yard[/p][p]The Compact Rail Yard starts as a terminal yard. The shed - which matches the design of the subway shed and modern tram shed - is open so you can see the train parked within, with the staff offices located in a two-level space next to the tracks.[/p][p][/p][p]Each track has a maintenance platform that allows workers to thoroughly inspect and clean vehicles when they are returned to the yard, and the site is surrounded by a fenced perimeter for safety.[/p][p][/p][p]The rail yard also includes a sub-building upgrade in the form of a separate throughway rail yard, with its own maintenance platforms and fencing, which can be placed multiple times around the main yard.[/p][p][/p][p][/p][p]Compact Rail Yard[/p][p][/p][h3]Sunken Bypass Train Station[/h3][p]Here is one of the first assets I worked on for the pack, second only to the Sunken Subway Park. It features a sunken set of tracks configured initially with 2 inside bypass tracks and 2 outside tracks serving the platforms. This allows trains to service the station without holding up through traffic, as can be seen in the screenshot below.[/p][p]
It includes built-in parking roads, space for a Subway Interface upgrade, and the option to replace one section of the parking roads with a bus interface.[/p][p][/p][p]The roof design alternates between two models, both covering the overpass concourse that connects the platforms.[/p][p][/p][p]The final upgrade available adds a centre island platform, converting the station from a bypass configuration into a 4-platform station and adding a stair and lift connection to the centre of the concourse.[/p][p][/p][p][/p][p]Sunken Bypass Train Station[/p][p][/p][h3]Elevated Bypass Train Station[/h3][p]Similarly, the Elevated Bypass Train Station matches the design of its sunken counterpart, though it has a few quirks of its own. The building resembles an older brick station with arches that has been renovated with a modern passenger hall finished with a stone façade.[/p][p][/p][p]You’ll find built-in parking roads at the front of the lot, as well as beneath the arches. When connected at the rear, these allow traffic to pass through underneath the station.[/p][p]
The parking lot in front of the new hall can be replaced with a bus interface, and there is also space for a Subway Interface upgrade.[/p][p]
As with the sunken version, the bypass station can be upgraded to add an island platform, giving you the choice between a bypass station and a 4-platform station. At both ends of the station, tucked beneath the final arches, you’ll also find small local shops for passengers to browse before their journey.[/p][p][/p][p]The roof over the platforms alternates between two designs, or can be left open with no roof at all.[/p][p][/p][p][/p][p]Elevated Bypass Train Station[/p][p][/p][h3]City Central Train Station[/h3][p][/p][p]This landmark station is the largest in the pack. In its base form, without any upgrades, it features 12 platforms of varying lengths and curvature. It has a large open plaza at the main entrance and a suspension bridge for pedestrians to cross from one side to the other, while also connecting to most of the platforms.[/p][p][/p][p]It includes two main corridors of connecting track, with an 8-vehicle rail yard built into the rear of the lot, boosting your train fleet without needing to place an additional rail yard.[/p][p]
Starting as a terminal station, it can be upgraded to add tunnels beneath the entrance concourse. It also supports a Subway Interface upgrade and a Botanical Gardens upgrade, allowing the station to act as both a transport hub and a leisure space for your city.
[/p][p][/p][p]City Central Train Station[/p][h2]
Pedestrian Overpasses:[/h2][p]This pack also includes new pedestrian overpasses, found in the Pathways tab under the Landscaping menu. They can snap to the centre of roads or be placed freely - just be sure to connect some form of pedestrian access to each stair.[/p][p][/p][p]Included assets:[/p]
  • [p]Small Pedestrian Overpass[/p]
  • [p]Medium Pedestrian Overpass[/p]
  • [p]Large Pedestrian Overpass[/p]
  • [p]Extra Large Pedestrian Overpass[/p]
[p]
Four sizes correspond to the width of road they are best suited for, though the wider variations can of course be placed over smaller roads. The Medium, Large, and Extra Large versions also include an upgrade that adds stair access to a wide median if you have the appropriate road and road upgrade placed.[/p][p]
They work best when used together with the crosswalk road tool to remove nearby crosswalks.[/p][p]
The overpasses also use the small roof placeholder seen on the bus stations, so they will alternate between two designs or appear without a roof at all.[/p][p]
They also provide a small amount of park Attraction, allowing citizens to spend a little leisure time watching the traffic go by. If they’re anything like me, they might sit there for ages just watching cars zoom around the city.[/p][p][/p][p][/p][p]Overpass with Median Access[/p][p][/p][p][/p][p]All overpasses are on their best-suited road widths, with a wide sidewalk upgrade on the median.[/p][p][/p][h2]14 Placeable Props:[/h2][p][/p][p]Finally, the pack includes 14 props for you to use freely when customising your city spaces. The two architectural stops we’ve taken a closer look at are included, along with the glass Modern Central Clock Tower, which can be freely placed or even used in the centre of a roundabout.[/p][p][/p][p]All of the props can be found under the Landscaping menu in the Park tab. You can also filter by the City Stations pack to find them more easily.[/p][p][/p][p]But what exactly are these props? Because of the alternating roof designs, they are all technically what the game refers to as a sub-object - essentially the technical term for “props” in Cities: Skylines II. Since they function as props due to their ability to spawn randomly, I decided to expose most of them so you can use them yourself to create custom plazas, stops, or whatever else you’d like to decorate your city with.[/p][p][/p][p]The 11 pavilions can be freely placed and have collisions that align only with the structure or supporting pillars. This means you can build underneath them easily without running into collision errors - as long as you avoid the pillars, of course.[/p][p][/p][p][/p][p][/p][p]All props, excluding the architectural stop shelters, are found in their respective transport tabs.[/p][p]
[/p][p]Examples of the Modern Central Clock Tower placed as a roundabout, and the flexibility of one of the roof props.[/p][h2]
Placeholder Roof and Modding:[/h2][p][/p][p]One of the cool features of this pack is the use of alternating roof designs. Each station that uses this system has its own custom “placeholder” object. This means that any asset creator who wants to can add their own designs to the pool of random roofs that can be selected by each station.[/p][p][/p][p]As long as the roof they design generally fits the station, all they need to do is set the custom placeholder object in the new roof’s Spawnable Object Component.[/p][p][/p][p]As an example of this concept, the screenshot below shows the station on the left with its blue and white checker placeholder object. On the right, you can see both alternating roof designs included in the pack, each with its own separate colour variations for additional variety.[/p][p][/p][p]The right panel also shows a preview of where the placeholder object is set on a specific roof prop.[/p][p][/p][p][/p][p]Behind-the-scenes look at the stations in the Asset Editor.[/p][p][/p][p]And that’s that![/p][p]I hope this gives you a good look into the ideas and design process behind the stations in this pack. My goal with City Stations was to give you a range of transport hubs that feel like real parts of your city - places where people gather, travel through, and spend time.[/p][p][/p][p]I’m really excited to see how you use these stations in your own cities, whether it’s building huge transport interchanges or small neighbourhood hubs.[/p][p][/p][p]Thanks for reading,[/p][p]Bad Peanut[/p][p][/p][p]You can find more assets from Bad Peanut for Cities: Skylines (1) and Cities: Skylines II![/p][p][/p][p]Please enjoy these last few screenshots of the busiest stations![/p][p][/p][p][/p][p][/p][p][/p]

City Corner #3 - Anniversary Free Update

[p][/p][p][/p][p]Happy Anniversary, Mayors![/p][p][/p][p]The Cities: Skylines franchise turns 11 years this month, and to celebrate, we are releasing an Anniversary Patch! This patch won’t be the biggest one you’ve seen, but it still includes a new asset and a couple of new gameplay features. At the end, we will also be looking ahead; what we are currently doing, and what you can expect from us in the near future![/p][p][/p][p]Let’s get started, shall we?[/p][p][/p][h3]Welcome to the Iceflake Arena![/h3][p][/p][h3][/h3][p]What is big, oval-shaped, and has the cleanest ice in the city? It’s the Iceflake Arena, of course! In the Anniversary Patch, we have added a new signature commercial building called Iceflake Arena, which provides your citizens with proper entertainment, like concerts and ice hockey matches. The arena gives your city a city-wide boost in attractiveness, as well as well-being, within 2 kilometers. And what would a proper Finnish asset be without a fancy sauna![/p][p][/p][h3]Toggle Zoning [/h3][p][/p][h3][/h3][p]Have you ever thought about roads without any zoning, or only on one side of the road? Because we certainly have! Inspired by the amazing “Zone Tools” and “Easy Zoning” mods by River-mochi, we have now added a zoning toggle, which allows you to remove the zoning from any road where it is not wanted! You can choose to remove the zoning from either side, or both sides, depending on your preferences. [/p][p]
[/p][p]We are looking into developing this feature further in the future, so please let us know what you think about this first iteration!  [/p][p][/p][h3]Encyclopedia at your disposal[/h3][p][/p][p]We mentioned previously in our City Corner #1 that we were working on an in-game Encyclopedia, formerly known as the Glossary, which would have all the crucial information one click away. The first iteration is now finished, and we wanted to introduce it to you with the Anniversary Patch. [/p][p]
[/p][p]The Encyclopedia has information about different aspects of the game, which you can read about by browsing through different categories and DLC features. The information expands the tutorials you see during the gameplay, but reuses a lot of the information shown there. However, now the information is easily available. If you are looking for something specific, you can use the search function to find the information needed. [/p][p][/p][h3]Bug fixes[/h3][p][/p][p]While we are in the process of finding out permanent solutions to many of the reported bugs, we have added a temporary fix for some of them in our Anniversary Patch. For example, office demand has several underlying issues that we are still working on, such as signature buildings sometimes preventing the demand completely. One issue we identified was that the demand was being limited too heavily by local consumption within the city, even though offices should be able to sell their services globally. We relaxed this limitation, which means you should be seeing more reasonable office demand after the patch is applied.[/p][p][/p][p]Another bug that is receiving a temporary fix is stuck citizens, especially when they are leaving the city. According to our investigation so far, there are issues with the pathfinding requests regarding outside connections, which cause issues when the citizens want to leave. This has been solved by shortening the waiting time for the pathfinding to reset. This also affects the criminals in your city, meaning they will be less likely to get stuck infinitely in the crime scene! [/p][p][/p][p]In addition to the previously mentioned pathfinding issues, citizens could also get stuck while searching for a place to live; this was especially noticeable with mixed residential buildings. In these buildings, the system checks whether there are free apartments available when citizens are looking for a home. However, due to a bug, businesses in mixed residential buildings were also counted as residents, which sometimes caused the system to think there was still housing space available, even though the remaining unit was intended for a business. We have now adjusted this logic so the system distinguishes between residential units and business spaces.[/p][p][/p][h3]Future plans [/h3][p]The work never ends, and although the Anniversary Patch offers some new features and bug fixes, we have a lot more in store for you in the near future! As we get closer to the second quarter of the year, we are already in the process of trying to fix many of the issues that you have pointed out in the forums. [/p][p][/p][p]Of course, since these fixes are still in progress, we cannot give you a direct timeline for when they will be finished, but we will keep you in the loop regardless! Once again, thank you for reading, and happy anniversary![/p]