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Modern Architecture and Urban Promenades

Get excited for Monday!

The Creator Packs Urban Promenades, Modern Architecture and the Soft Rock Radio will be released December 2nd. These packs are crafted by two very talented community creators and we are very excited to finally release them to you!

Check out the beautiful new assets in these trailers, and make sure to listen a bit extra to the music, the new radio addition to the game. Find some more info on the content of each pack below.

Wishlist the packs now:

https://store.steampowered.com/app/2427741
https://store.steampowered.com/app/2427742
https://store.steampowered.com/app/2427745

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Feel the pulse of progress with the Creator Pack ‘Modern Architecture’. Designed by community creator ‘Richard Shi’, this collection unlocks a wide array of top-tier service buildings and facilities for both residents and tourists. Transform your streets with sleek, cutting-edge aesthetics and let your citizens enjoy everything from modern education to contemporary art.

Included in ‘Modern Architecture’ by Richard Shi:

21 Service Buildings:

Upgrade your city's infrastructure with new service buildings that fit a modern lifestyle. Including the variety of upgrades this pack adds over 60 new assets, to enhance your city's modern appeal.

Buildings:

  • Citizen Service Center
  • Modern Art Museum
  • Grand City Plaza
  • Modern Telecom Building
  • Community Elementary School
  • Modern High School
  • Modern Community College
  • Modern University
  • Modern Technical University
  • Community Fire House
  • Community Fire Station
  • Modern Medical Clinic
  • Modern Hospital
  • Community City Park
  • Modern Police Station
  • Modern City Hall
  • Local Bus Station
  • Modern Metro Station
  • Modern Subway Station
  • Central Train Station
  • Local Train Station


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Step into the vibrant heart of city life with the Creator Pack ‘Urban Promenades’. Designed by the community creator ‘Feindbold’, this pack captures the essence of city living. Featuring a variety of service buildings and a mixed housing zone, this pack invites you to create bustling streetscapes and serene public spaces that pulse with urban energy.

Included in ‘Urban Promenades’ by Feindbold:

60 Mixed Housing Zone Assets:

Explore the urban vibe of your city with new mixed housing zone buildings. These buildings have five growable levels and feature commercial spaces on the ground floor and stunning rooftop terraces at the top, creating 27 unique building designs with a variety of lot sizes. Accompanied by urban promenades with expanded sidewalks, tree planters, and cozy seating areas, this pack is perfect for your bustling neighborhood.

5 Service Buildings:

Enhance your infrastructure with five urban service buildings that maximize functionality and efficiency. Compact, yet with room for expansion - each building has two upgrades adapted for your bustling cityscape.

Buildings:

  • Urban Elementary School
  • Urban High School
  • Urban Medical Center
  • Urban Police Headquarters
  • Urban Fire Station

Patch Notes 1.1.12f1

Hi everyone. We have a small patch for you today with bug fixes and improvements. If your favorite map was updated with a custom climate and you had issues with it as a result - or if you’re a map maker itching to add a custom climate to your maps - you’ll be happy to know that this patch includes a fix for the FPS issue that affected custom climates.

It also provides a fix for the disappearing tool modes when using text scaling and certain languages and a bunch of other UI improvements. Unfortunately, we were not able to include a fix for the “Not enough customers” notification that can appear even though hotels are fully booked, but we’re working on a fix for this. Once it passes testing and we have a suitable patch, we’ll include this fix.

As always, if you have any issues with the game, please make a bug report on the forum linked below. Include as much information as you can about the issue and attach both saves and logs when applicable - that really helps us get to the bottom of issues.
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/



[h2]Gameplay Fixes & Improvements[/h2]
  • Optimized citizens job-seeking calculations.
  • Adjusted garbage accumulation values lower for some buildings: Post Sorting Facility, Coal Power Plant, Emergency Battery Station, Gas Power Plant, Geothermal Power Plant, Nuclear Power Plant, Solar Power Plant, Emergency Shelter, Large Emergency Shelter, Health Research Institute, International Airport, Space Center, Advanced Water Pumping Station, and Wastewater Treatment Plant.
  • Increased student amounts for College and University buildings.
  • Added "University Interest" effect to the Radio Telescope Research City Service Building.
  • Fixed crash to desktop when bulldozing a zoneable street with missing prefab.
  • Fixed crash to desktop when splitting road segments with missing prefab.
  • Fixed an issue where citizens can go shopping in office zone buildings.
  • Fixed "No pedestrian access" error despite Overground Parking Building being connected to the sidewalk.


[h2]UI Fixes & Improvements[/h2]
  • Improved Post Facility buildings infoview color to be more distinguished from mail accumulation color.
  • Swapped action for focus and unfollow citizen in lifepath panel, to make it harder to accidentally unfollow a citizen.
  • Added the ability to load a selected map with a double click.
  • Added “Topography” section to Tool Modes and moved contour lines to it.
  • Fixed an issue where the load game screen could get stuck in 3 save slots mode if the player has downloaded exactly 4 custom saves/maps from Paradox mods.
  • Fixed overflowing when Tool Modes label was too large, causing several modes to disappear.
  • Fixed demand bar showing inaccurate width compared to demand percentage.
  • Fixed cinematic camera save/load panel could render out of bounds when UI scaling was enabled.
  • Fixed signature building infoview not showing marker icons and colorizing wrong building types.
  • Fixes to healthcare infoview road color.
  • Fixes to controller hints and controller actions.
  • Fixed toggling the infoview menu with L3+Y or mouse clicking the infoview button should also close any infoview that was active.
  • Minor optimizations to tooltip performance.
  • Several audio fixes.
  • Many fixes for input actions.


[h2]Modding Changes[/h2]
  • Added safety measures so maps revert to default climate when a custom climate is missing. Fixes FPS drop and visual issues on affected shared maps.
  • Fixed custom climate not being shared with custom maps.
  • Fixed starting tile selection in the Editor not responding to anything.


[h2]Known Issues & Tips[/h2]
  • Hotels may complain about “Not enough customers” despite having all rooms occupied due to slow consumption of the “Lodging” resource. We are aware of the issue and working on a fix.

UK Region Pack - Official Release Trailer

[h2]Cities Around The World has reached its third destination: Welcome to the UK![/h2]

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Bring a touch of British charm to your city-building adventures with the UK Pack, created by talented community asset creators Macwelshman and Rik4000. This pack is a celebration of the United Kingdom’s architectural heritage, offering an array of signature buildings and carefully curated zones that allow you to recreate the distinct skylines and neighborhoods of UK cities. Whether you’re designing a quaint countryside village or a bustling urban center, this pack provides the tools you need to craft your UK-inspired masterpiece.

[h3]Signature Service Buildings[/h3]
The UK Pack introduces a collection of signature service buildings, each reflecting the unique charm and history of classic UK architecture. From municipal buildings to community hubs, these structures are designed to blend seamlessly into your city while evoking the essence of British design.

[h3]Six New Housing Zones[/h3]
At the heart of the UK Pack are six new housing zones, each offering distinctive styles that define British neighborhoods.

Download the pack now for free on Paradox Mods - https://mods.paradoxplaza.com/mods/92859/Windows

[h3]Included in the UK Pack:[/h3]
  • Service Buildings

[h3]Zones:[/h3]
Residential Zones:
  • Low-Density Detached Housing
  • Medium-Density Semi-Detached Housing
  • Medium-Density Terraced Housing
  • Mixed Housing
  • Medium-Density Housing
  • High-Density Housing


[h3]Creator Dev Diary[/h3]
We also just released a Creator Dev Diary that takes you behind the scenes into the design and development of the UK Pack from PDX_Peanut with the help of the creators themselves.

Macwelshman
https://mods.paradoxplaza.com/authors/Macwelshman
https://www.fab.com/sellers/Macwelshman https://steamcommunity.com/profiles/76561198025130003/myworkshopfiles/

Rik4000
https://mods.paradoxplaza.com/authors/rik4000
https://www.instagram.com/rik4000_cs/
https://x.com/rik4000

Read the full Dev Diary here - https://forum.paradoxplaza.com/forum/threads/uk-dd.1717569/

[h3]Stay on top of your travel itinerary;[/h3]
The next pack is the Japanese pack, which will be released on December 9th. Keep an eye on all our social channels for more news, updates, and information!

UK Region Pack - Developer Diary

Written by pdx_Peanut with the help of Macwelshman and Rik4000

[h2]Introduction[/h2]
Hey everyone, welcome to this week's dev diary! It’s Pdx_Peanut here, and today I’m excited to take you behind the scenes on the creation of the UK Pack, brought to life by the amazing creators Macwelshman and Rik4000!

You can download the amazing UK Region Pack now, for free, on Paradox Mods; https://mods.paradoxplaza.com/mods/92859/Windows

Both creators are well-known for their Cities: Skylines workshop contributions - Macwelshman offering a beautiful mix of UK and American buildings, and Rik4000 capturing everything quintessential about UK cities and suburbs. They’ve both been part of the community since the early days of Cities: Skylines back in 2015, and it’s wonderful to see their legacies continue into Cities: Skylines II. When we set out to create a UK Region Pack, they were the natural first choice to bring on board!

Concept and Inspiration
Having seen their previous work, I knew I could trust both creators to bring the perfect sense of realism to the pack, and they exceeded all expectations. They started by meticulously researching iconic buildings and everyday structures from across the UK, seeking out the most representative examples to use as inspiration. Their goal was to strike a balance between showcasing the UK’s rich architectural history and offering a wide range of styles that would feel authentic in various settings. From the elegance of Georgian and Victorian architecture to the distinctive designs of the 1930s and the contemporary styles of the 2000s, they worked to ensure the pack captures the essence of the UK’s architectural diversity in every detail.


Examples of architectural inspirations across the pack.

[h2]Making the Assets[/h2]
[h3]Service Buildings[/h3]
One of my favourite buildings in the pack that we can take a closer look at is the UK Hospital General Infirmary. As the main hospital asset for the pack, it truly commands center stage in any UK city build. Inspired by the Victorian-era General Infirmary in Leeds (pictured above), this building brings a historic yet timeless presence to the pack, blending classical design with the practical needs of a modern healthcare facility.

Bringing the building into the game involves several stages of planning. First, you need to block out the 3D design by modeling simple shapes and layouts to determine the overall scale and size. Here, we can see the team working through different initial designs, testing whether the architectural features of the inspiration building are accurately captured. They also experiment with gameplay elements, such as the placement and configuration of upgrades, to ensure the building not only looks great but will also function well within the game.

Initial concept models of the General Infirmary

Once the overall design is finalized, the creator moves on to refining the model by adding intricate details. This includes architectural features such as doors, windows, window frames, decorative trims, and other smaller elements that help breathe life into the asset. These details are crucial in capturing the building’s authenticity and ensuring it feels grounded in the world of the game. Below, you can see the next iteration of the more detailed model - modeled in Blender - where the added features start to bring depth and realism to the structure.

Additionally, the first textured version of the building is shown, where - using Adobe Photoshop - the carefully chosen materials and colors, such as stonework, brick, and other period-specific finishes, are created and applied. This gives the building a tangible, lived-in appearance. At this stage, the final asset begins to emerge - not just as a model, but as a centerpiece for the pack.

UK Hospital General Infirmary modeled details and texture creation.

Propping a large building like the General Infirmary can be a lengthy and repetitive process in the early version of the asset editor. In the screenshot below, you can see how crucial it is to consider pathfinding, ensuring that all props requiring path access are properly connected with routing. This ensures that vehicles and pedestrians can navigate around and interact with the props effectively. Additionally, each prop has its own probability slider, allowing creators to determine the random chance of the prop appearing when the building is placed. This adds an element of unpredictability and realism but also requires precise adjustments for a well-balanced outcome - if a creator always wants a prop or tree to show up, they have to change the probability to 100.

Beyond just the props, the creator must also manually place all the functional markers. This includes door markers, access markers, markers that allow ambulances to spawn and despawn, fire effect markers, sound effect markers, and lighting props. Each of these markers serves a specific function, ensuring the building operates seamlessly within the game world. The process can easily total hundreds of mouse clicks, as each marker must be placed with care to ensure the building not only looks authentic but also performs as intended in the game’s simulation.

Propping the UK Hospital General Infirmary

[h3]Zones[/h3]
With the wide range of styles, the pack is rich with different kinds of zone types, and we decided to create more specific zones within the same density demand where it made sense. This approach allowed us to offer more distinct "flavours" of buildings for players to choose from while still ensuring they fit within the base game’s zoning density design. This way, players can enjoy a greater variety of buildings that feel unique yet remain consistent with the game’s overall zoning structure.

[h3]UK Low-Density Detached Housing - Low-Density Residential Demand[/h3]
This zone represents your standard low-density housing option, allowing a single household to move in. In the UK, this type of housing is commonly referred to as a detached house, and the creators of the pack were keen to include this terminology to enhance its authenticity.

The houses in this zone span a variety of eras, ranging from the 1930s to the 2000s, with some of the larger lots featuring Victorian-styled dwellings. This variety reflects the different types of detached houses you’d typically find in the UK, giving players a realistic representation of the country’s suburban landscape over time.

Below, you can see a planning image of the zone’s lot propping progression through the levels, starting with level 1 on the left and moving to level 5 on the right. The idea is that, as the building evolves, the lot and house gradually gain additional elements that suggest an increase in the occupants' wealth. This might include features like more elaborate landscaping, upgraded materials, or added details that reflect a higher standard of living over time.

Planning Low Density Detached Housing Propping

[h3]Medium Density Residential Demand[/h3]
The medium residential demand category offers the most diversity in zone types. The first style you’ll see is the standard UK Medium-Density Housing, which provides small apartments for your citizens. The building styles span several decades, primarily from the 1950s to the 1980s, with a few examples dating back to the 1920s. The number of households available per building is similar to the base game variants of the medium density housing.

Planning evolution of Medium-Density Housing

The next medium-density zone is the UK Medium Density Semi-Detached Housing. While this zone is technically still medium density, it acts as a step up from the low-density housing zone. Rather than accommodating a large number of apartments for multiple households, each building in this zone provides housing for exactly two households - just one more than the low-density option. This setup offers a balance between density and space, reflecting a common housing style seen in many UK suburban areas.

Final Propped Semi-Detached Houses

The next zone in the medium residential category is UK Medium Density Terraced Housing. Back when the pack was first planned, we weren’t sure of the way the Medium Row Housing zones would work, so while these buildings are designed to be similar in functionality, we opted to have a slight difference in the way they behave.

During development, we quickly realized that UK terraces are rarely as wide as 8 meters (1 game unit). To stay true to their proportions, we designed assets that have 3 or 4 realistically sized households within a 2- or 3-unit-wide lot, carefully controlling the number of available households to ensure the design stayed faithful to the authentic layout of traditional UK terraces.

Finally, for medium density, we have UK Mixed Housing - which utilizes custom storefronts in UK-themed apartment buildings, giving you that balance between residential and commercial zoning.

[h3]High Density Residential Demand - UK High-Density Housing[/h3]
This zone represents the quintessential high density towers found across cities throughout the UK. Styled as a blend of inner-city general UK architecture and Victorian housing estates, these buildings offer a mix of modern high-rise living with elements that reflect the rich architectural history of the country. The design captures the urban character of densely populated areas while also maintaining a link to the past through its historical influences. Below, you can see the propping evolution of these housing estate towers.

Planning High-Density Housing level progression

[h3]Signature Buildings[/h3]
The UK pack also includes a wide variety of signature building assets, covering residential, commercial, and mixed zones.

In the residential tab, you’ll find the Executive Mansion and UK City Apartments. Let’s take a closer look at the Executive Mansion. Inspired by a presumed Georgian-style mansion the team found during their conceptual-stage hunt for architectural inspiration, this building captures the stately elegance of classic British architecture. The creators paid special attention to intricate details, such as the ivy growing on the facade. They used alpha cut-out texturing to achieve a layered effect, making the vegetation appear natural and realistic.

Comparison of real-life and game versions of the Executive Mansion.

For commercial signature buildings, we chose a range of classic Welsh and English-inspired pubs. Each style comes with three variations, giving you the option to choose between a small, compact version or larger versions that offer more parking space and additional features. These variations provide flexibility, allowing players to select the best fit for their city’s layout, whether they need a cozy local pub or a larger, more prominent establishment with room for more patrons and vehicles.

But it's not just pubs included in the commercial section—there’s also a range of country hotels, petrol stations, and a large, quintessentially British supermarket: Morrissey’s Supermarket! Each of these buildings was chosen to represent essential elements of British life, offering players a variety of options to enhance their city’s commercial areas.

A comparison of the differences between meshes on the Country Hotels.

[h3]Props[/h3]
Props were a relatively late addition to the packs due to uncertainty about the readiness of the import pipeline to support them. This is why not all Region Packs include custom props. However, when the opportunity arose, the UK team eagerly embraced it, as they had been keen from the start to use custom props to bring an extra layer of authenticity to their buildings. Fast-forward to the finished product and the pack now boasts an impressive 135 custom props, with 78 of them available in the recently added props menu - 76 categorized under residential props and two under commercial props.

Examples of the range of styles of wall props used across the UK Pack.

[h2]Challenges and Iterations[/h2]
One of the biggest challenges the UK team faced while creating and finalizing this pack was the immense amount of hard work required. The pack is expansive, and every single building and prop had to be crafted from scratch, including custom meshes and textures. Each asset then had to be individually imported into the game’s editor, a time-consuming process in itself.

On top of that, all buildings had to be meticulously hand-propped. As mentioned earlier with the Hospital General Infirmary, this involved manually adjusting prop probabilities and finely tuning their positions and alignments. It’s a detailed, labour-intensive task that requires patience and precision to ensure everything looks and functions as intended in the final product.

[h2]The Beauty Shots[/h2]
That’s it for today’s diary! We hope you enjoyed this behind-the-scenes look at the creation of the UK Pack and all the details that went into making it authentic. Thanks for joining us, and we can’t wait to see the amazing UK-inspired cities you’ll build!

Please enjoy some images of our favourite assets below:


You can download the amazing UK Region Pack now, for free, on Paradox Mods; https://mods.paradoxplaza.com/mods/92859/Windows


In two weeks, we travel the furthest we have yet! We head off to Japan!

General Updates



Hello, City Builders!
We hope this message finds you well. We have some updates to share with you:


Next Region Pack available today
We’re thrilled to announce that the next Region Pack is almost here! This time, we bring you to the United Kingdom with a collection of community-created assets inspired by the local architecture and landscapes of Great Britain. The UK Region Pack will be available today at 16:00 CET on Paradox Mods, so make sure to check it out!

Patch Release Tomorrow
Tomorrow, we have a small bugfixing patch for you. This update brings some gameplay fixes, UI improvements, and more. Full patch notes will be available alongside the release tomorrow at 10:00 CET.

A heads-up for our modding community: the talented modders in our Early Access program are already reviewing mod compatibility with this version. However, as always, we ask for your patience, as many mods may require updates and might not work immediately after the patch goes live.

Upcoming Creator Packs
We have some exciting news regarding the upcoming Creator Packs - Urban Promenades & Modern Architecture and the corresponding Soft Rock Radio - they will soon be available. Keep your eyes open for more details as we will shortly shed some light on the content of them, the creators behind them and their release date.

Additional Creator Packs & Radios
Looking ahead, we also want to let you know that the three additional Creator Packs and Radios Stations, that will be included in the Ultimate Edition, are in the pipeline. While these won’t be ready for a Q4 release, they are in the last implementation stages and will be ready for release early next year.

Console Update
While we do not have a new release date for the console version yet, we want to keep you up to date on our progress and our challenges. Currently, we are experiencing both simulation issues (CPU) and graphics issues (GPU) which become noticeable when players take certain actions that cause frame rate drops or memory overload. These issues are particularly challenging due to the hardware limitations of consoles.
For instance, when placing larger buildings that involve numerous entities, the system struggles to handle the data load. During the calculation process (e.g., checking if there’s enough space or if any entities overlap with existing assets), performance bottlenecks arise, resulting in these noticeable issues.

At this point, we have managed to get the game to a stable and playable state by significantly lowering the graphics quality. However that's to the level where it becomes a compromise that we are not willing to make. Once we get it to an acceptable level, further optimizations are needed for both simulation and memory usage before we are ready to share the console version.

Until they are resolved, we cannot provide a release estimate to avoid it being premature and potentially misleading. The console release remains a top priority for us, we have multiple solutions being explored with experts actively involved, and we're working hard to bring you the console version of Cities: Skylines II.

With appreciation,
The Cities: Skylines Team