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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

German Pack - Official Release Trailer

We’ve landed at our second stop for Cities Around The World; Guten Tag, and welcome to to Germany!


[previewyoutube][/previewyoutube]

[h2]Download it now:[/h2] https://mods.paradoxplaza.com/mods/91931/Windows


Discover Germany's distinctive architectural style with the German Pack, brought to life by community creators Armesto, Feindbold, and Titan. This asset pack features a collection of German-inspired service buildings that reflect a harmonious blend of modernity and tradition. Two zones, each tailored to different aspects of German urban design, allow you to add a touch of German character to your city.

[h2]Included in the German Pack:[/h2]
  • Service Buildings
    • Mixed Housing
    • Medium Density Housing
    • Signature Buildings



[h2]Creator Dev Diary:[/h2]
The creators of the German Pack have also written a Developer Diary about their work on their pack. If you want to read it, you can find it here: https://pdxint.at/4hAQ8IZ

[h2]Stay tuned for Travel Tips:[/h2]
Over the next two weeks, we will share two travel tips, along with more information and tidbits about German architecture and inspiration. We’ve already posted two for the French pack that you can watch here - https://www.youtube.com/playlist?list=PL6kotTknxXVRaXB-UaWDsjGp0MFpA2wf4

[h2]Cities Around the World Giveaway:[/h2]
We’ve kicked off some cool giveaways as we kicked off our journey two weeks ago, and that can be your chance to play weekly and win exclusive limited-edition Cities: Skylines collectibles. Find out more about the Cities Around The World Giveaway here - https://www.paradoxinteractive.com/games/cities-skylines-ii/modding/cities-skylines-ii-region-packs/signup-giveaway?lid=k0pdimy2eega

[h2]Stay on top of your travel itinerary:[/h2]
The next pack is the UK Pack, which will be released on November 25th. Keep an eye on all our social channels for more news, updates, and information!

----------------------------------------------------------------------

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Official Channels
https://www.instagram.com/CitiesSkylines
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https://www.facebook.com/CitiesSkylines
https://www.x.com/CitiesSkylines
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2.1147/

Community Channels
https://www.reddit.com/r/CitiesSkylines/

German Region Pack - Developer Diary



Guten Tag and welcome to the Dev Diary for the German Region Pack. Today, we want to dive into the creation process of this newest addition to Paradox Mods and the second of all the Region packs. The German Pack was made by Armesto, Feindbold, and Titan - all of which you surely know from the Cities: Skylines workshop. We are happy to be here for yet another round of content for our favorite city builder.

If you haven't already, you can download the pack now!

We want to show you what style we chose, why we selected the buildings, and what workaround, learning curves, and drawbacks we experienced in creating those models.

[h3]Concept and Inspiration[/h3]

Before we started working on the pack, we had to agree on a style to use. As some of you who either are from or have visited Germany in the past might know - there is no such thing as a “German” style. The whole country is a patchwork of different landscapes, regions, dialects, and various local styles of architecture. You will see lots of brick being used in the north, while the south offers many of their typical half-timbered houses - though this is a general rule.

Various styles in German cities.

Of course, if you ask people from around the world, these half-timbered houses are most often associated with Germany. Still, these days, you will find them rarely in large cities - which is the goal in Cities: Skylines II, after all. To create bustling neighborhoods full of life, something more sturdy is needed here.

Meet “Gründerzeit,” an umbrella term that describes all the architecture from around the end of the 19th century - when towns and cities boomed and exploded far beyond their historic cores in the surge of industrialization. Suddenly, cities drew extensive grids of roads on empty land and looked for developers to inhabit them and fill them with life.

German Gründerzeit

It turns out that there is no single German style, but there is a prominent style that fits every region in Germany. In addition, while some other styles might be prominent in churches, some in palaces, and some in old cities along the cost - “Gründerzeit” fits every function and every purpose - because, of course, when cities exploded, every type of building was needed to provide the masses of new people with city services - a theme that is known to all of us so well in Cities: Skylines as well.

[h3]Visual Inspiration[/h3]

Thus, the visual style was born, and we knew what the goal was. In the next step, we gathered an array of different examples for each of the buildings we knew we wanted to cover - from service buildings to signatures and zones.

Example of an early planning sheet.

This was years ago, of course, and some things have moved since then. Our team changed a bit through the years, and with that, the scope and plan of our pack. In the end, we covered the most important services and zones to deliver the essence of what’s necessary to make a city feel German. As a result, we picked buildings from Braunschweig, Berlin, Dresden, and Leipzig to represent all of Germany. You be the judge of how successful we were, but you’ll see that they all blend together perfectly and create a cityscape that’s quintessentially German - or even Polish, Czech, or Austrian to some degree.

[h3]Creation of the Pack[/h3]

Creation of the Pack: Planning stage and asset production

Despite the limited knowledge about how to prepare and create content for Cities: Skylines II back then, planning for the region packs essentially started back in early 2020. However, we were provided with very detailed early documentation and guidelines by Colossal Order, and based on these, we were able to develop our production workflows.

Based on the provided technical documentation, we had to adjust our workflow from the established Cities: Skylines workflows by quite a bit. Among the differences in the sequel were much higher limits in terms of model complexity as well as a switch to square 4096x4096 textures. There were also some changes that needed adjustments regarding our UV mapping techniques.

As we had no access to the actual game back then, we used different tools and engines to get a better grasp of how assets and materials look and behave in a PBR environment. One of these tools is Twinmotion, a UnrealEngine-based visualization software.

Various German Pack buildings in a PBR Environment.

Most of our team was already known for and used to very complex meshes, even for Cities: Skylines standards. The most significant change in terms of mesh fidelity for us was to adjust to the new parallax window system.

Examples of Cities: Skylines Workshop content of German Pack Team.

As the windows need to be separated meshes, every single window frame needs to be modeled out in detail to guarantee a seamless transition. As the amount of potential window frames scales up substantially with taller and more complex structures and the detail on these window frames can often take up a significant portion of the available budget, it was essential to prototype various techniques. For example, some of the buildings have up to 250 window frames, so saving a few triangles for each frame will reduce the overall complexity of the building by 1000s of triangles.

Three different types of window frames that can be re-used on various parts of buildings.

[h3]Creation of the Pack: Work in the Editor[/h3]

Once we finally got access to the editor, it was time to import the assets and start propping. As most of our assets were already finished beforehand, we started with an initial quality control. So, all the assets were imported and checked, and potential issues were screenshotted for later fixing.

The work in the editor was streamlined to increase efficiency. As the German pack heavily relies on color maps for the main facades to achieve more variety, setting up these color variations and making sure they look great in-game was the first step. We saved finalized color variations as hex codes to copy-paste them to other assets quickly.


[h2]Example of various assets with their colormaps as hex codes.[/h2]

The next step was propping all assets. For this, we once again placed between 10 and 20 assets and propped them all at the same time. The final step was then to duplicate L1 and L3 to L2 and L4, just like how it is done in the base game, to create a fully functional set.

A batch of German Pack buildings in the editor, L5, L3 and L1 are propped at the same time.

[h3]Pack Content[/h3]

[h3]Zone Types[/h3]

The German pack comes with two zones: a medium-density zone and a mixed-density zone. The medium density zone is based on the previously described dense “Gründerzeit” districts that can be found around the city centers of pretty much every German city.

The height of these buildings can usually be a good indicator of the size of the city they can be found in, or with bigger cities, they become an indicator of how far they are from the city center. Most smaller German towns have three-story tall buildings, while medium-sized cities are usually filled with four-story tall buildings, with buildings in the inner cities sometimes up to five floors tall. In contrast, in Berlin, you can find these five-story buildings that are up to 10 km from the center. To incorporate this, our buildings start with three floors at Level 1 and then gain floors at Level 3 and Level 5.

Dense blocks of the medium residential zone.

Dense blocks of the medium residential zone.

The mixed zone is based on slightly less detailed buildings from the early 1910s due to different technical limitations related to the mixed zone.

Dense blocks of the mixed zone.


[h3]Signatures[/h3]

The German Pack contains 3 signature buildings, all of which are commercial.

A large 1920s German department store. Based on Karstadt am Hermannplatz.

A corner department store inspired by architecture from the early 1900s.

A department store inspired by architecture from the early 1900s.


[h3]Services[/h3]

We put a focus on service buildings that both fit the “Gründerzeit” setting and offer basic services. Each of the service buildings comes with at least two interesting upgrades. The pack contains these service buildings:

  • Firehouse and Fire Station
  • Police Station and Police Headquarters
  • Elementary School, High School
  • Train Station


Firestation, Elementary School, and Police Headquarter, each with and without their upgrades.

A small German firehouse that houses a few fire engines.

A large German station that houses several fire engines. Based on a fire station in Leipzig.

The fully upgraded Elementary School and -

- the fully upgraded High School.

A large urban German police headquarters. Can be upgraded with an office extension and extended garages. Based on a police building in Braunschweig.
A small German local police station.

[h3]Closing Remarks[/h3]
Planning for the Region Packs began in 2020, shortly after we got the confirmation that Cities: Skylines II was in development. We aimed to deliver custom content crafted by experienced community members for everyone to enjoy in Cities: Skylines II. We’re thrilled and glad that this work is finally accessible for players and fans to use.

We hope the entire Cities: Skylines community enjoys the outcome of this project. As the German team, we’re excited to continue creating more content for Cities: Skylines II!

Thank you for reading, and please share any feedback or questions in this thread or on the PDX forums. You can also find us on the Cities: Skylines Modding Discord and PDXMods.


Modding Discord - https://discord.gg/ExfdGrYvS4
Armesto PDXMods - https://mods.paradoxplaza.com/authors/AArmesto
Feindbold PDXMods - https://mods.paradoxplaza.com/authors/Feindbold
Titan PDXMods - https://mods.paradoxplaza.com/authors/_Titann_

[h3]Showcase: Final Assets[/h3]


[h3]You can download the amazing German Region Pack now, for free, on Paradox Mods; https://mods.paradoxplaza.com/mods/91931/Windows

In two weeks, it’s time for the next pack. Tea bags and kettles are mandatory on our trip to the UK![/h3]

Malware Incident Summary

The analysis shows that the threat is specifically a DLL hijacking attack aimed at stealing Exodus cryptocurrency wallet information. The actor placed a malicious DLL file (fastmath.dll) in the Traffic mod directory, which gets loaded by the game executable when the game is launched on the target machine. The malicious DLL is the first stage of the malware chain.

Once loaded by the game executable, the second stage of the malware activity begins,
where the DLL searches for Exodus crypto wallets on the computer inside the AppData local
Folder.

If users do not have any Exodus cryptocurrency wallets on their devices, they are not impacted by the second phase of the attack.

Only the “Traffic” mod was affected. We have confirmed that the account of the “Traffic” mod’s author was compromised, and the malicious upload originated from an unauthorized location. The account has now been secured, and no further tampering with their work is expected.

If you didn’t start the game with the version of the Traffic mod containing the DLL downloaded and installed, you are entirely unaffected. If you do not have an Exodus cryptocurrency wallet on your computer the malware should not have been harmful.

[h2]If you have Exodus crypto wallet on your computer:[/h2]
We recommend manually deleting the secondary DLL file located in the following path: C:\Users\\AppData\Local\exodus\app-\profapi.dll

For more information if your Exodus wallet has been compromised we refer you to their FAQ.
For general security measures related to Exodus, please refer to their official guide: Exodus Security Practices.

[h2]General information for those who use Code Mods: [/h2]
While we work hard to minimize risks, there is always an inherent risk in downloading a mod that changes the contents of a program, no matter what platform is used for distribution. We cannot guarantee that malware incidents won’t occur, as malware is constantly evolving and can adapt faster than detection tools. Fully preventing such incidents would require prohibiting and removing code mods altogether—a step we’d prefer to avoid. We know that our players are sharing creative, wonderful work with us and with our community, and we intend to support that.

Every mod uploaded to Paradox Mods undergoes scanning, but it’s important to note that these tools, while thorough, cannot offer complete protection due to the rapid evolution of malware. We are actively looking into how we can further implement security measures around mod publishing to strike the right balance between security and usability.

We encourage users to exercise caution when using code mods. We deeply appreciate those who report any suspicious activity or updates on mods; if you notice anything unusual, please press report on the mod in question on the Paradox Mods platform.

Additionally, always keep your firewall and antivirus software installed and updated.