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Cities: Skylines II News

Bridges & Ports is coming October 29!

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Hello Mayors!
[p][/p][previewyoutube][/previewyoutube][p][/p][p]Your city’s waterfront is about to get a serious upgrade. Bridges & Ports, the next major expansion for Cities: Skylines II, launches October 29, 2025, and it’s all about bringing life to your shores. With new drawbridges and lift bridges, fully customizable harbors, and expanded maritime industries, you’ll have more ways than ever to shape your city’s coastline. Plus, we’re packing in over 100 new assets, new maps, and fresh achievements.[/p][p][/p][p]You’ll be able to grab Bridges & Ports on PC for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Here’s what’s docking in your game:[/h2]
  • [p]20 new bridges, including drawbridges and lift bridges: Let ships glide through your waterways without sky-high overpasses. You’ll be able to choose different sizes and styles that fit your city’s traffic — whether that’s cars, trains, or pedestrians.[/p]
  • [p]Customizable ports: From small commercial docks to bustling tourism hubs, your ports can be expanded with everything from storage yards to customs offices to maritime museums.[/p]
  • [p]Ferries: Transport your citizens on the water with the new Ferry Transport system. Citizens can now get from island to island, or along your waterfront in style![/p]
  • [p]Expanded maritime industries: Set up fishing piers, inland fish farms, offshore oil rigs, pipelines, and tankers to bring new industry and jobs to your city.[/p]
  • [p]An ocean of new content: Over 100 assets, five new maps (including a peninsula, a bay, and great lakes), and brand-new achievements to unlock.[/p]
[p][/p][p][dynamiclink][/dynamiclink][/p][p]🎶 And don’t miss the Cold Wave Channel Radio Station, also dropping October 29. With minimalist beats and icy vibes, it’s the perfect soundtrack for late-night city building. Available solo for $4.99/£4.49/€4.99, or as part of the Bridges & Ports Bundle or the Cities: Skylines II Ultimate Edition.[/p][p]
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Unity Hotfix

[p][/p][p][/p][p]Hello mayors!
[/p][p]Here is a Hotfix addressing security-related concerns in the Unity version used in Cities: Skylines II. You can read more about it here: [/p][p]https://unity.com/security/sept-2025-01[/p][p]
These security concerns do not affect Cities: Skylines (1), and it will not require any patching.[/p]

Netherlands Region Pack

[p][/p][previewyoutube][/previewyoutube][p][/p][p]We're taking a surprise trip to the land of windmills, clogs, and stroopwafel. 🇳🇱[/p][p][/p][p]Created by REV0, Gèze, Gruny, and Feindbolt, we invite you to fasten your seatbelts for a plane ride to the Netherlands Region Pack! ✈️[/p][p][/p][h3]The Pack is available now for free on Paradox Mods! https://pdxint.at/RPNL[/h3][p][/p][p]The pack contains assets inspired by new and old, so let your creativity flow! With new Service Buildings, you can really build up your new Dutch city, especially as the cemetery will grow large![/p][p][/p][p][/p][p][/p][p]Included in the Netherlands Pack:[/p]
  • [p]Service Buildings[/p]
  • [p]Zones:[/p]
    • [p]Low Density Gable-Roof Housing[/p]
    • [p]Low Density Gambrel-Roof Housing[/p]
    • [p]Medium Density Housing[/p]
    • [p]Medium Density Row Housing[/p]
    • [p]Low Rent Housing[/p][p][/p]
[p][/p][p][/p][p]REV0 has written a Developer Diary for the Netherlands Region Pack! It covers a lot of the development, creation, and the content, and it's a great read if you want an overview of the new Netherlands Region Pack.[/p][p][/p][p]You can read and get a good look at the new content here -> https://pdxint.at/NLDD[/p][p][/p]

Bridges, Bikes, and Bugfixes

[p][/p][p][/p][p]Hello mayors! We’re back with another look at what is happening in the Colossal Order offices. In this dev diary, we’ll share an update on Bridges & Ports, what is happening with bicycles, and what bug fixes the team is currently tackling.
[/p][p]Before we dive in, just a quick note: this dev diary isn’t tied to a specific patch or release. It’s simply a peek at some of the things we’re working on right now. Think of it as a progress update rather than a complete overview of upcoming content. Alright, let’s get to it.[/p][p][/p][h2]WHEN ONE BRIDGE CLOSES, ANOTHER ONE OPENS[/h2][p][/p][p]We ended the last dev diary with a sneak peek at Bridges & Ports, so it’s only fitting that we start with an update on the expansion. The whiteboxes we showed you have turned into fully fledged buildings, complete with props and internal pathing. The last bridge is complete and ready to open new connections in your cities. And the Port has even more options to choose from, thanks to the additional development time. [/p][p][/p][p]With the expansion in a good place, it’s time for the team at Paradox to do their magic. Although we don’t have a release date yet (but very soon), you can expect two developer diaries that dive into everything Bridges & Ports has to offer. We’re excited for you to see what we’ve been working on and what you create once the expansion is available.[/p][p][/p][p][/p][p]Some of you have already spotted the barrier props added in the Quays & Piers update, so let’s have a peek at them in use.[/p][p][/p][h2]SADDLE UP![/h2][p][/p][p]As we have wrapped up Bridges & Ports, the team has begun working on the next project: Adding the long-awaited bicycles to the game. They will be added in a future free update and available to everyone who owns the base game, as we always intended for them to be a core feature. During development, citizen animations suffered delays, which meant that bicycles did not make the release. We’ve been itching to bring them into the game since then, and we’re excited to finally get a chance to do so. As we’re currently working on implementing the core bicycle features, please note that the details in this dev diary may change before bicycles are released. Still, we wanted to share our plans, so you have an idea of what to expect.[/p][p][/p][p]Right now, citizens can choose to walk, take public transportation, or drive, if their household owns a car and it isn’t used by another household member. Bicycles offer a new method of transportation that is faster than walking, and doesn’t rely on vehicle availability or public transportation in the city. As bicycles can travel on the vehicle lanes of roads, alongside cars and trucks, any city is ready for this new feature. [/p][p][/p][p]Riding a bicycle in the vehicle lane isn’t ideal, though, and that’s where the new dedicated bicycle lanes and paths come in. Using the Road Upgrade tool, you can add bicycle lanes to existing roads, moving cyclists out of the vehicle lane, allowing traffic to move at full speed. Dedicated bicycle lanes also provide a higher Comfort, which affects pathfinding, so cyclists choose dedicated lanes even if the route is a little longer. In addition to the Road Upgrade, we also have standalone bicycle paths, which are placed similarly to pedestrian paths. They can offer cyclists a shortcut through green spaces or serve as bicycle “highways” through the city. [/p][p][/p][p][/p][p]A work-in-progress look at bicycles in Cities: Skylines II, with the initial, and very bright green, implementation of bicycle lanes.[/p][p][/p][p]Just like cars don’t fit in citizens’ pockets, neither do bicycles. At home, they’ll park them in bike rack props on the lot if any are available. Otherwise, the bicycle is stored away until it’s needed again. When they’re out and about town, they’ll also need somewhere to park their bicycles. While many buildings have bicycle racks (yes, the props already in the game will become usable), those can fill up quickly, especially near busy public transport or shopping areas. Luckily, we are adding bicycle parking buildings that can be placed around the city, giving your cyclists somewhere to park until they head back home. These come in a variety of different sizes and styles, so we hope you’ll find an option that fits your city perfectly.[/p][p][/p][p]Last but not least, we have a few new policies to influence cycling in your city. While the details of these are still being fleshed out, our goal is to provide you with ways of encouraging or restricting bicycle usage in parts of the city based on your needs. Once bicycles are finalized and ready to roll into your cities, we’ll have all the nitty-gritty details for you. In the meantime, let’s see what else we have in the works.[/p][p][/p][h2]SOMETHING OLD & SOMETHING NEW[/h2][p][/p][p]While our programmers are working on bringing bicycles into the game, our artists are creating something new - or rather, something old, at least in style. We have a series of “Old Town” inspired assets in the works, providing new options for medium density mixed use zones. While “Old Town” doesn’t cover all zone types, it covers both European and North American styles, so your city can have an old district no matter which theme you’re using. And you can, of course, add both to your city if they fit the style you’re after.[/p][p][/p][p][/p][p]A sneak peek of the Old Town assets that are still in the works.[/p][p]
But that’s not all. We have new service buildings in the works too, ranging from a smaller cemetery and a new campfire site (with an outdoor sauna, of course) to new depots and stations for existing public transportation options, including a brand new tram station. They vary in both style and functionality, and we hope they will strengthen your public transit. And while you’re updating your lines and adding new stops, you may want to check out the new multiselect feature for transport lines. The dropdown menu to select a vehicle has been updated so you can check as many or as few options as you’d like, mixing, for example, different buses on the same line.
[/p][p][/p][p]Check the box for the vehicles you want to appear on a given transport line.[/p][p][/p][h2]TOURISTS & TELEGRAMS[/h2][p][/p][p]Now, let’s talk bug fixes. Thanks to your bug reports, we have a long list of smaller issues that have been fixed already and are awaiting the next patch, while others are currently being worked on. For this dev diary, we will focus on two specific issues, namely tourism and the mail service. [/p][p][/p][p]Tourists can boost the economy of businesses in the city, and they’re especially important for companies selling Lodging. So when a city doesn’t see as many tourists as it should, despite having a high City Attractiveness, that’s an issue - and that’s exactly the issue we’ve been working on. We have a fix in testing that bases the probability of new tourists appearing directly on the current number of tourists and the City Attractiveness, so cities see a proper amount of tourists visiting.[/p][p][/p][p]During our investigation of this issue, we discovered a few others that impacted the profitability of hotels. In short, the resource calculations for hotels weren’t correct, so tourists weren’t consuming the correct amount of Lodging, and they weren’t paying the correct amount either. We are currently testing a fix for this, along with balancing changes to tourism, that ensures tourists can afford to stay at hotels, allowing them to spend more time (and more money) in the city. These changes likely won’t make the first upcoming patch, as we need to get the balance right, but we hope to have it ready for you sooner rather than later.[/p][p][/p][p]The mail service hasn’t had the smoothest journey. Despite the fixes it received in patch 1.0.15f1, the Post Sorting Facility would appear to do nothing (or very little) when a cargo facility, like a Cargo Harbor, was placed in the city. We’re happy to share that we’re now working on fixes to get mail flowing properly, and that includes a fix for this issue.[/p][p][/p][p]Cargo facilities can transport the three types of mail (Local, Global, and Unsorted Mail) that exist in the game, and they treat them like any other type of cargo. They bring in Local Mail, which is delivered by Post Offices, and ship out Global and Unsorted Mail. If most of the Unsorted Mail is shipped out of the city, very little remains for the Post Sorting Facility to sort into Local or Global Mail - and that is its core function. 
[/p][p]The fix ensures that the Post Sorting Facility picks up Unsorted Mail (also called Collected Mail) from the city’s Post Offices, so it can be processed instead of shipped out of the city. Once sorted, Global Mail (where the receiver is located outside of the city) is shipped to Outside Connections either directly by truck or through a cargo facility, while Local Mail (where the receiver is located inside the city) is delivered to Post Offices, which then distribute it throughout the city. 
[/p][p]If the city does not have a Post Sorting Facility, the Unsorted Mail is picked up by either Outside Connections or cargo facilities, so it can be shipped out of the city for sorting. So, regardless of the size of your city and its postal service, your citizens will be able to send and receive mail once this fix is released.[/p][p][/p][p][/p][p]With the latest fixes to the postal service, it’s busy at the Post Sorting Facility.[/p][p][/p][hr][/hr][p][/p][p]That’s all we had for you today. We hope you enjoyed this look behind the scenes and a few sneak peeks at what we’re working on. Before we end this dev diary completely, we’d like to once again say thank you for sticking with us and reporting issues you come across. Your saves especially help us catch those specific cases or highlight why issues happen, which is so valuable when fixing bugs. So keep it up - we really appreciate every report you make.[/p][p][/p][p]While you wait for the next dev diary from us, keep an eye out for news. We heard a little rumor that Paradox and some of the talented creators in our modding community have a small surprise for you. We will definitely tune in tomorrow, and see what they’ve been up to - and you should join us![/p]

Work in motion

[p]A Word from CO
[/p][p]Hi mayors! It’s been a while since we last had a chat about what we’re working on, so we’re happy to finally share an update with you. We have a few topics lined up, and some screenshots, of course, covering work-in-progress content for Bridges & Ports as well as the base game.[/p][p][/p][p]Before we get into that, we know that many of you are waiting for news about the console release and the Asset Editor. While we don’t have any updates to share today, both remain important to us, and we’ll let you know as soon as we have concrete news to share. 
[/p][p]Today’s dev diary is focused on features, improvements, and bug fixes currently in development, and we’re excited to give you a look behind the scenes. Without further ado, let’s pull back the curtain and have a peek![/p][p][/p][h2]PROCESS MAKES PERFECT[/h2][p]A lot is currently happening with resources. In patch 1.3.3f1, also known as Quays & Piers, you got a bunch of fixes related to the transportation of cargo, plus an improved UI for storage buildings. With these fixes out of the way and goods moving around the city as they should, we are digging into the production chains themselves, starting with a rework of the Production tab. [/p][p][/p][p]This tab, found in the Economy panel, provides an overview of all the raw materials and goods in the game, the city’s surplus or deficit of each resource, and an overview of the production chain, so you can easily see how things are made and what raw materials can be used for. Before we look at the upcoming changes, here’s a reminder of what the panel looks like today:
[/p][p][/p][p]On the left is a list of all the resources in the game, with 3 bars showing production (blue), surplus (green), and deficit (red). When selecting a resource, the production chain is displayed on the right-hand side, showing the resources required to produce the selected resource and its potential uses.
[/p][p]Our goal for this rework was clear: To provide more transparent information about the production in the city in a way that makes it easier to compare different production chains. 
[/p][p]We decided to use a Sankey diagram to represent the production chain visually. This allows us to not only display which resources are involved in the production chain, but also the production and consumption of these in the city, so you can compare your production of, for example, chemicals, to its further use in your industries. The left side of the panel still has a list of all resources in the game, however, it’s much more compact and now shows production (blue), surplus (green) or deficit (red), and consumption (orange), the latter being a new addition to the list.
[/p][p]In our example below, the city produces 852 tons of chemicals. Thanks to the Sankey diagram, we can easily see that 49.8 tons of the chemicals are used to manufacture plastics, while 71.2 tons are used to produce pharmaceuticals. The remaining 731 tons are surplus, that is currently stored in various warehouses for later use or export through Outside Connections.
[/p][p]A work-in-progress screenshot of the new Production Tab – the final version may have some differences.[/p][p][/p][p]While the new Production tab is functional, we still have work to do before it is ready for release. As an example, the text currently does not scale properly with different resolutions or text scaling options, but we still wanted to give you a sneak peek at what the final result might look like. And, if you looked at the above screenshot and noticed the numbers don’t quite add up, you’d be right.[/p][p][/p][h2]A BALANCING ACT[/h2][p]The new Production tab highlighted what we already knew: The production chains are due for a rebalancing. Even accounting for water used in the production of the chemicals above, we end up with a lot more output resources than input, and that needs to be balanced. In short, this happens as the production chains were balanced in an environment where bugs affected the production. As we have discovered and fixed these, in part thanks to your bug reports, those values need to be updated.
[/p][p]We have 36 resources in Cities: Skylines II: 10 raw materials, 18 material goods, and 8 immaterial goods. These interact with each other in various ways, and their buy and sell values all affect the economy of the companies in your city, and through them, your city’s economy. Rebalancing the resources is no small task, but the new Production tab is making it a lot easier for our design team to track the changes and spot any outliers that need tweaking.
[/p][p]Another great example of how an imbalance in resource production and consumption can affect the city is the current issue with offices downsizing their workforce to just 5 workers. Downsizing is a feature that helps companies stay profitable when times are tough. In this case, the demand for and consumption of office-produced goods, like Finance or Telecom, is too low to sustain office companies in the city. This causes them to downsize as much as they can, and as 5 workers is the absolute minimum the game allows them to have, that’s where they end up.
[/p][p]A very lonely place to work.[/p][p][/p][p]The rebalancing of both production and consumption of these goods is needed to resolve this issue, so offices have a proper chance to be financially viable with a workforce more appropriate for their density. This does mean we do not have a quick fix for offices, but instead are working towards one that benefits the entire city and cements offices as an important part of the city’s economy.
[/p][h2]IS THAT BUILDING… ABANDONED?[/h2][p]You may have noticed how none of your buildings have become abandoned and collapsed as a result. A while back, we encountered a bug that caused issues with the abandonment of buildings, and as a quick fix wasn’t possible, we temporarily disabled the feature, so empty buildings don’t get the “Abandoned” notification or collapse. This let cities continue to function while we could work on a proper fix.[/p][p][/p][p]That fix is now in testing, and while we don’t have an ETA for its release just yet, we want to take you through the basics of the system. Like plopped buildings, zoned buildings have an Upkeep Cost that renters (households and/or companies) pay in addition to Rent. When both the Rent and Upkeep are paid, the building’s condition improves, and once it reaches certain thresholds, it levels up. Similarly, the building’s condition deteriorates if the renters cannot pay the Upkeep Cost, and once it reaches certain thresholds, it becomes abandoned. 
[/p][p]Homeless people may move into an abandoned building, causing noise pollution locally, and abandoned buildings are at risk of collapsing if left long enough. Both abandoned and collapsed buildings negatively impact the Well-being of those living nearby, and they also increase the risk of being targeted as a crime scene.
[/p][p][/p][h2]WE FERRY ON[/h2][p]It’s busy days in the office, and between testing and adjusting the above changes, our resident map experts are updating the water on the existing maps. For some time now, we have been working towards an update to the water simulation that improves how water behaves and fills in rivers or lakes that extend outside the playable area on maps. The update will only apply to new cities created after its release, so while your existing cities won’t experience the benefits of the new water simulation, they will be safe from unexpected flooding as a result of the changes. And as a little bonus, we have taken the opportunity to update the maps, fixing known issues, adding the new bridges, and making minor improvements to the terrain and resources. We’re excited to share this with you in a future update and hear how it feels.
[/p][p]Before this dev diary comes to an end, we promised to touch on Bridges & Ports. The delay of the expansions allows us to polish the features included in the expansion and expand the scope to include as many water-related features as possible. While we can’t cover everything in one expansion, we’re doing everything we can to ensure the expansion is worth the wait and lets you build wonderful seaside cities — with more than just the quays and leisure piers you have now. We’ll have all the details for you in dedicated dev diaries as we get closer to release, but for now, we can give you a little peek at the “white boxes” that are currently being worked on as a new addition to the expansion, thanks to the extra development time.
[/p][p]Whiteboxes define the general size and shape of a building and are used in-game to test functionality before finalizing the art.[/p][p][/p][p]We hope you enjoyed this look behind the scenes and update on what we’re working on. While we don’t have a date for when these features will be added to the game, we’re excited to share them with you and hear your thoughts. Is there a particular thing you’re looking forward to? Or is there something entirely different you hope we dig into next? We’d love to hear your feedback.[/p]