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China Region Pack



Introduction​

Hello everyone! Welcome to the dev diary for the China Pack in Cities: Skylines II! I’m VictoriaCity, one of the asset creators behind the pack. Today, I’m excited to share with you the design ideas and development processes that went into creating the China Pack, as well as the diverse mix of historical and modern architecture that brings authenticity to your cities.

[h2]You can download the pack now for free on Paradox Mods - https://pdxint.at/3EvqFBO[/h2]

Inspiration and Design​

At first glance, modern Chinese cities seem uniformly distinct—rows after rows of towering apartment complexes and office buildings. But the closer you look, the more you see their true diversity and depth. Chinese cities have been shaped by centuries, even millennia, of history, with traditional architecture still standing alongside ultra-modern skyscrapers.

City Views in Shenyang, Wuhan, Xi’an, and Kashgar.
Source: Chinese National Geography​


With the China Pack, our goal was to capture this unique mix—from the historic charm of courtyard homes to the sheer scale of contemporary high-rise developments. The variety of zones, service buildings, and signature buildings in this pack reflects the rich, multi-layered identity of Chinese cities. Here are some inspirations we use to create the buildings of the pack:

Low Density Residential​

High Density Residential​

High Density Office​

Due to rapid urbanization in recent decades, residential architecture in China has been strongly influenced by distinct time periods. The game allows zoned buildings to have multiple levels, aligning perfectly with our goal to represent different eras of residential developments. With this in mind, we created 2000s high-rise apartments and modern luxury condos that have become popular in recent years. As buildings upgrade, they reflect the evolving pulse of your city, showcasing its growth and modernization.

Additionally, modern reinterpretations of traditional architecture have become a major trend in today’s Chinese urban design, particularly in public service buildings and educational institutions. Integrating this architectural style into the China Pack was one of our key focuses, ensuring that you can incorporate culturally authentic designs into your cities.

Service Building References.​

Assets​

[h2]The China Pack contains:[/h2]
  • 6 Zones
  • 13 Service Buildings
  • 10 Signature Buildings
  • Growable Zones​
  • The 6 new growable zones are:
    • Low Density Housing – Includes both modern and classical rural single-family homes.
    • Low Density Courtyard Housing – Traditional walled homes inspired by Siheyuan commonly seen in Beijing.
    • Medium Density Housing – Includes older urban apartments from the 1990s and more contemporary mid-rise buildings.
    • Low Rent Housing – Similar to medium density residential, also designed to replicate utilitarian housing blocks seen in Chinese urban areas.
    • High Density Housing – One of the highlights of the pack, featuring 80s-90s residential towers, modern high-rises, and luxury penthouse apartments.
    • High Density Office – The first high-rise office zone in any Region Pack released so far. Includes 80s-90s towers, modern box-style buildings, and curved skyscrapers, offering a flexible placement for standalone towers or business districts.


Instead of focusing purely on the number of assets, we designed 37 unique styles of growable buildings in this pack to allow for a broad range of combinations, enabling you to construct authentic Chinese urban layouts.

Lineup of all styles of growable buildings. The number of total unique buildings is much higher!​

High-rise residential buildings in China are typically part of gated communities, meaning they don’t always have fixed "street-facing" facades. This posed a unique challenge in the game, where zoning rules assume buildings align along roads. To address this, we created more facade variations than what is typical in real life and moved building entrances inwards using pedestrian paths. To satisfy the required lot size combinations for each zone, we also had to create some more compact, smaller-footprint high-rise buildings. These will be particularly useful for ultra-dense city centers, helping you to build cities inspired from not just China, but anywhere around the world where optimizing urban space is the key!

[h2]Service and Signature Buildings​[/h2]
The China Pack’s service buildings include:
  • Community Kindergarten
  • Ruby Rock Elementary School
  • High School
  • Community College (also called Junior College in China)
  • University
  • People’s Hospital (yes, that’s usually the name of the best hospital in town)
  • Local Police Station
  • Fire Rescue Brigade
  • Fire Station
  • Fire Department
  • City Library
  • District Hall
  • City Hall


One thing we noticed is that modern Chinese residential communities almost always include a kindergarten as part of their planning. Kindergartens are a fundamental component of Chinese urban neighborhoods, typically housed in standalone buildings with dedicated facilities. However, the game’s education system starts with primary school, so we had to be creative with how kindergartens work in the game. That’s why we are excited to introduce a modern-style kindergarten as a Service Building in the Administration category. It uses the mechanics of the welfare office template, increasing Well-Being within 800 m and boosts outdoor recreation – pretty solid clues that your citizen’s young kids are taken good care of!

The Community Kindergarten is found under the Administration menu.​

Lineup of all Service Buildings.​

For signature buildings, we introduced:
  • Book Shop
  • City Shopping Mall
  • United Mall
  • Local Office Building
  • Downtown Office Building
  • Yin Yun Tower (traditional Chinese tower)
  • Western Observation Tower (modern TV tower)
  • Peony Tower (supertall skyscraper)
  • Financial Center (another supertall skyscraper)
  • Skyline Palace (tallest structure ever!)


Lineup of all signature buildings. Only part of the 3 skyscrapers are framed – they’re left for you to explore in the game!​

Creation Process​

[h2]Challenges of Vertical Density​[/h2]
While the China pack does feature a variety of classical and ancient style buildings, here we would like to focus on the creation process of high-rise buildings since it presents entirely different challenges from making smaller structures. Such challenges require us to develop a workflow that ensures both efficiency and quality.

[h2]Modular Techniques​[/h2]
The polygon count for each individual building is much higher in Cities: Skylines II than in the Cities: Skylines. For blocky residential and office towers, we had to be especially careful with polycount – a polygon budget of less than 80000 triangles distributed among over 50 floors only allows for 400 triangles per facade. And more height or floor area doesn’t equally give more texture space either. We still need to reach a similar texel density as much smaller buildings on a 4K texture. These challenges have motivated us to take on a modular approach to create high-rise buildings to balance detail, efficiency, and variety.

Our design of the buildings started from minimal repetitive units, such as a single panel of the facade or a corner element. Here we’ll use a set of residential towers as an example. It's building blockfive contain five types of panels with windows, 2 types of wall panels, and an extruded corner. Each unit was modeled and UV unwrapped separately, and the UV maps of all units were coalesced into a single texture. Once the base units were created, we assembled them into complete buildings through mix-and-match, plus a few custom-made ground floor and roof modules. Here’re how the base units look like and how the final buildings look in game:

Building blocks of a high density residential set in Blender (ground floor and roof units excluded)​

The high density residential set in game.​

[h2]Procedural Techniques​[/h2]
21st-century China has been the proving ground of architectural innovation, with organic and curved designs playing a key role in shaping its modern skyline.

Representative organic architecture in China (Shanghai Tower, Shanghai / Wangjing SOHO, Beijing).​

Moving beyond box-like structures, contemporary architecture embraces fluid, sculptural forms that enhance aesthetic appeal, energy efficiency, and structural performance. In the China Pack, several buildings reflect this trend, calling for procedural techniques to achieve their complex geometries. When making the set of high-rise office buildings in the organic style, we started with a similar approach using base units.

Most of the facades in the organic High Density Office set are made from this single unit.​

However, this time we only used one single unit. All the rest of the facade was taken care of by non-destructive workflows, specifically, a Blender modifier stack. We used a Bezier spline to outline the horizontal section of the building, followed by two array modifiers that populate the unit horizontally and vertically, and finally a lattice modifier to deform the whole structure for a dynamic look.

Blender modifier stack to construct the whole structure (except for ground floor and roof) with controlling spline and lattice displayed on the side.​

Despite being made from extremely simple building blocks, they turned out really nice in the game!

The organic High Density Office set in game. The Peony Tower Signature Building also comes from this set.​

The most complex high-rise structure we created was the Skyline Palace, the tallest building in the pack and in the whole game so far. This superstructure transitions from an oval-like base to an almost triangular top, for which we implemented the design using Blender’s Geometry Nodes. The underlying principle was actually the same as Blender’s shrinkwrap modifier, but we had to reinvent the wheel in Geometry Nodes to make the shrinkwrap offset a function of height.

Geometry Nodes graph to generate the shape profile of Skyline Palace and the custom implementation of shrinkwrap.​

Compared with creating cross-section profiles by hand, this allowed for precise control over the shape, ensuring a smooth and consistent deformation from base to top. It also enabled rapid iterations and fine-tuning the design.

With the overall shape done, we then used another few Geometry Node modifiers to instantiate the base building blocks, which involved quite a bit geometry calculations to ensure that UV-unwrapped panels and frames perfectly align with the curved shape.

Geometry Nodes graphs to scatter frame units on the seed mesh.​

The result is epic!

Skyline Palace in game.​

Closing Thoughts​

This pack is a true collaborative effort, so let’s extend our appreciation to all other incredible creators who contributed to the China Pack: RichardShi, CM, MC100, Emperor Li, Feindbold, and Tomas13TO. We come not only from China, but from around the world, and it is such a boundless Cities: Skylines community that finally brought us together! Also, special thanks to RichardShi for his invaluable insights and inputs to shaping this Dev Diary!



Developing the China Pack was an ambitious project, but one that pushed the boundaries of what’s possible in Cities: Skylines II. While this pack provides a foundation for building Chinese cities, it is only the beginning. The diversity of Chinese cityscapes means that there is still so much to explore — and we look forward to seeing how the Cities: Skylines II community expands upon it!

You can download the pack now for free on Paradox Mods - https://pdxint.at/3EvqFBO

Eastern Europe Region Pack



[h3]Hello everyone! Welcome to the development diary of the Eastern European Pack for Cities: Skylines II! I’m Alex_BY, one of the first modders of Cities: Skylines. Today, I’ll tell you a bit about how we worked on this vast building pack and the concept behind it.​[/h3]

[h3]You can download the Easter European Pack here: https://mods.paradoxplaza.com/mods/98960/Windows[/h3]

[h2]Concept and Inspiration​[/h2]
What’s the first thing that comes to mind when you hear the phrase “Eastern Europe”? Depending on what you’ve seen in pop culture or what you’ve read, you might have thought that it looks something like this:

A frame from “Eurotrip” (2004).​

And, I must say, there’s some truth to that! Although, in reality, things are (usually) not that bad. Our primary goal in creating the Eastern Europe Region Pack was to bring into the game everything needed to build a typical Eastern European city: panel houses, panel houses, a few more panel houses, and, of course, service buildings made from the same panels.

The biggest panel district in Eastern Europe - Saltivka, Kharkiv, Ukraine.​

A pinch of historical architecture, a few village houses – and there you have it, the ability to build a true Eastern European city!

Again, Saltivka, Kharkiv, and Ukraine, but from a different angle from the first picture.​

[h2]The Development Process​[/h2]
[h3]Challenges in Planning​[/h3]
During the planning phase of our pack, we already encountered some challenges. First, the pack was going to be really huge. My reference file alone was almost 1.5 GB.

The PureRef doc is where we collected our main references.​

The things I focused on included the following:

A bunch of low-rent buildings.
  • All the residential Medium and High Density, as well as Mixed Density.
  • Low Density Commercial
  • A big part of service buildings.


This file already contained over one hundred assets, not counting the Residential Low assets, the remaining majority of Commercial and Service buildings, and the Signature category from other creators

Spoiler alert: the final delivery list includes over 300 entries, and with the levels and styles taken into account, the total number of assets in the pack approaches a thousand.

The bottom row of the Eastern Europe assets list.​

[h3]Technical Hurdles​[/h3]
One of the toughest challenges was adhering to Colossal Order’s detailed technical specifications for models. Unlike traditional workflows, where tiled textures are often used, Cities: Skylines II required every building to fit into a texture with a maximum size of 4096x4096 pixels.

In the original Cities: Skylines, many modders used a technique where textures were often mapped to a smaller resolution, with UV islands extending far beyond the 0,1 UV boundaries.



This screenshot is an example from an old model of mine where you can see this method being used. However, for Cities: Skylines II, all these UV islands would need to fit inside that 0,1 UV boundary, and that means stacking the UV islands over one another rather than extending them beyond the boundary.

For this pack, I was going to create more than 100 buildings, and I couldn’t use 100 different 4 K textures. Thus, planning became the most critical stage of the pack’s development.

Optimization became the mantra.

[h3]Optimization: Reuse and Innovate​[/h3]
Thus, our first major goal in working on the pack became optimization. It became clear that we needed to reuse details and textures as much as possible wherever we could. The beauty of real-world Eastern European architecture came to the rescue: most buildings that we were inspired by were explicitly designed to be built very quickly and to create many different structures from the same panels. This design philosophy translated perfectly into game assets.

And it worked!

Medium and High density, and the panels and details that they are made from.​

The UV map for Medium + High Density residential.​

In these two screenshots, you can see buildings that are mapped to a single texture. There's even some space left on it! Here's how it looks with the textures:




This brings us to another important concept of our pack:

[h2]From Gray to Gorgeous​[/h2]
Yes, here we can circle back to that very first association with the words "Eastern Europe.” People living in countries of the former Eastern Bloc (all the way to East Berlin) likely understood this concept right away. In modern times, many old gray panel buildings have been renovated or are undergoing significant renovations, transforming into quite decent and visually pleasing homes.

With the pack, we decided to bring the same idea to life. The more leveled up your city becomes, the better it will look! While at the beginning of the game, neighborhoods with panel buildings might appear rather gloomy and depressing, over time, you’ll see them flourish!

As you can see from the screenshots below, players will see this transformation unfold in-game:

  • Level 1-2: More gloomy, monotonous facades.
  • Level 3-4: A splash of color and added character.
  • Level 5: Fully renovated, visually striking structures.


Screenshot of a test layout from in-game during the development of the pack.​

[h2]From Panels to History​[/h2]
As I mentioned earlier, the Eastern Europe Region Pack includes a wide range of panel buildings and some historical architecture.

A distinctive feature of many Eastern European cities is that panel housing districts surround their old historical centers. At the same time, historical buildings have long been repurposed for business and commercial use.

Therefore, we decided that Low Density Commercial in our pack would represent the low-rise historical buildings.

There are also the Low Density Residential buildings. We also have many historical wooden houses that you can find all over Post-Soviet Eastern Europe, and their colorful exteriors stand out among the gray and snow.

Colorful Low Density Residential is in their final stages of propping.


Some examples of Low Density Residential and Commercial.​

[h2]Service buildings​[/h2]
Of course, we absolutely had to create an expansive range and complete set of service buildings. The Eastern Europe Region Pack includes:

  • Elementary School
  • High School
  • Medical Center
  • Hospital
  • Police Station
  • Police HQ
  • Post Office
  • Welfare Office
  • Research Center
  • Disease Control
  • City Hall
  • Water tower
  • Firehouse
  • Fire Station


As you can see, the list of buildings is quite impressive.

The service buildings are just a part of what the Eastern Europe Region Pack has to offer!​

[h2]Spotlight on Disease Control​[/h2]
However, I would like to highlight one service building in particular. I came up with the idea for this building during the height of the COVID-19 pandemic in 2019.

The whole Disease Control Center in all its glory.​

The Disease Control Center, as presented in the game, is one of the most inhumane representatives of the Brutalist architectural style. The actual building that inspired it houses an oncology center.


Despite its grim facade, this structure embodies hope and healing—proving that what’s inside truly matters.

Final Thoughts and Screenshots​
Developing the Eastern Europe Region Pack was a monumental effort that tested our skills and creativity. From overcoming technical constraints to faithfully capturing a region's essence, this pack has been a labor of love.

A lot has changed since we began in early 2020, but one thing remains constant: our passion for creating immersive, authentic experiences for Cities: Skylines players. We hope you enjoy exploring and building with the Eastern Europe Region Pack as much as we enjoyed making it!

Now, some screenshots!



Eastern Europe Pack

[previewyoutube][/previewyoutube]

[h3]Unlock the charm of Eastern European cities with the Eastern Europe Pack. Curated by talented community creators Alex_By, Komurka, Robal, and Tomas13TO, this pack is designed to bring the distinctive character of Eastern Europe to life in your cities.[/h3]

[h3]The pack features a range of unique zones, a variety of essential service buildings, and iconic Signature Buildings inspired by Eastern Europe’s rich and diverse heritage. Whether you’re envisioning charming small towns or bustling urban hubs, the Eastern Europe Pack is your gateway to craft your perfect Eastern European-inspired cityscape.[/h3]

[h3]Download the pack now for free on Paradox Mods - https://mods.paradoxplaza.com/mods/98960/Windows
[/h3]

Included in the Eastern Europe Pack:
  • Service Buildings
  • Zones:
    • Low Density Housing
    • Medium Density Housing
    • Mixed Housing
    • Low Rent Housing
    • High Density Housing
    • Low Density Business
  • Signature Buildings


[h2]Creator Dev Diary [/h2]
Discover the inspiration and creative process behind the Eastern Europe Pack in our latest dev diary! Join community creators Alex_By, Komurka, Robal, and Tomas13TO as they share the stories and design philosophies that brought this charming region to life. Don’t miss this behind-the-scenes look at how this pack came to life!

[h3]Read the full Developer Diary here - https://pdxint.at/4hif87z[/h3]

[h2]Cities Around the World Giveaway[/h2]
Don’t forget about the cool giveaways that can be your chance to play weekly and win exclusive limited-edition CSII collectibles.

[h3]Find out more about the Cities Around The World Giveaway here - https://pdxint.at/42yGem7[/h3]

[h2]Stay on top of your travel itinerary:[/h2]


[h2]We’re kicking off 2025 with an exciting roadmap for the rest of the region packs. [/h2]

Next up is the China Pack, launching on February 10, 2025. With its rich cultural heritage and striking architectural styles, this pack will bring a whole new flavor to your cities.

After the China Pack, we’ll be boarding a long flight to the other side of the world, to the United States!

Here’s what’s next:
US East Coast Pack – February 24, 2025
US West Coast Pack – March 3, 2025


From the bustling energy of the East Coast to the laid-back vibes of the West Coast, these additions are full of unique style and details to inspire your city-building journey.

[h2]We can’t wait to see how you bring these regions to life in your cities. Happy building! [/h2]




Hotfix 1.2.3f1

Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Known issues:
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
  • The amount of seniors in the city is expected to drop very low, but as the population ages and the new death probability calculations take effect, it will stabilize at a more reasonable level than previously.


Modern Architecture Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.


Urban Promenades Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.


Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
  • Fixed crash to desktop caused by a missing zone type after a building levels up.
  • Fixed the Hydroelectric Power Plant’s electricity production depending on simulation speed by adding a constant flow speed.
  • Fixed police stations not sending vehicles to crime scenes if there are no parked police cars but there is a parked police helicopter.
  • Fixed situations where placing a train station over existing tracks caused connection issues.
  • Fixed parked service vehicle props floating in the air or dropping under the vehicle when the building was placed on uneven terrain.
  • Fixed issue causing elevation when placing a road next to a parking lot.
  • Fixed propping issue with IndustrialManufacturing04_L1_6x6 (and L2)



UI Fixes & Improvements:
  • Updated Terraforming, Vegetation, ParksandRecreation and Landscaping icons.
  • Improved the default game input option page to show a warning if there is a binding conflict.
  • Fixed issue with road tutorial UI highlights.
  • Fixed Photo Mode tutorial not triggering in certain cases. The tutorial will now trigger after pressing the Photo Mode button if it has not yet been seen by the player.
  • Fixed an issue where save files may display incorrect Population and Expansion Points data if the Player hovers over completely new save files while playing on an already developed city.
  • Multiple SFX fixes.
  • Multiple controller fixes.



Modding Fixes & Improvements:
  • Fixed connection loss causing PDX Mods to crash.
  • Fixed custom climate curves loading issue.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
  • Fixed "B" shortcut on the keyboard not opening the bulldozer in the Editor.
  • Improved the Mod Publisher
    • A new mod is only published if the Mod ID is 0 in the publish configuration.
    • Fixed incorrect resolving option being shown when a keybinding has a conflict and a user is trying to set the same key to a binding.
    • Added the ability for mods to show warning sign on options (using SettingsUIWarningAttribute), option tab (using SettingsUITabWarningAttribute), or option page (using SettingsUIPageWarningAttribute).


Paradox Mods Fixes & Improvements:
  • Updated PDX SDK to 1.30

Detailer’s Patch #2 - Developer Diary

[h3]Hello everyone! Today, we have a development diary for you that introduces the content in Detailer’s Patch #2, but stick around even if that isn’t your preferred playstyle because this one is focused on roads and has both new features and assets that may be handy for you no matter how you play Cities: Skylines II.

You can read the full Patch Notes here.[/h3]

With 8 new roads and the new Traffic Routes feature, improving traffic in your city just got easier. The new Parking Lots, Halls, and Roads bring new and more flexible ways to offer your citizens parking downtown, while the new cul-de-sac variations bring a touch of realism to your suburbs. And last but not least, the Line Tool and Roadside Tree Selector allow for new ways to decorate the city, alongside the 10 Pocket Parks that fit just about anywhere. So without further ado, let’s dig into the details.

[h2]REDIRECTING TRAFFIC​[/h2]

Managing traffic flow is part of managing a successful city, but it can be hard to determine where traffic is headed and how to improve your city to lighten it. That’s where Traffic Routes come in. When you select any vehicle, pedestrian, road, or building, you will see the Toggle Traffic Routes button in the Selected Info Panel. When toggled on, routes are displayed for the selected item and stay on until you turn it off again. Routes are split into traffic types: Road, Water, Air, Rail, and Pedestrian, each with its own color to distinguish easily between them. Routes are shown based on the selected segment and wider lines indicate heavier traffic so you can find your busiest routes at a glance and make adjustments accordingly.


Traffic Routes showing how neighborhood traffic collects onto a main road.

Speaking of adjustments to the road network, we have 8 new roads to choose from. Starting at the smaller end of the spectrum we have 3 new one-tile-wide one-way roads with a familiar feel. Whether you’re building rural roads or trying to save money, the One-Way Gravel Road is there to help you direct traffic. Or you can go with its paved relative and use the One-Way Alley for those small city streets. Both of these have roadside parking spaces so your citizens have a place to park. But if you’re building for pedestrians and not cars, you may very well be more interested in the new Small Pedestrian Street. With space for pedestrians taking priority, service vehicles using this road will have to contend with it being one-way and you’ll have to offer them another return route.


Pedestrianize your alleys or control traffic in your rural areas with the new one-way roads.

Next, we have 5 new asymmetric roads expanding the lane combinations for Medium Roads, Large Roads, and Highways. The Four-Lane Asymmetric Road is perfect for areas with a lot of traffic in one direction as it offers a 3-plus-1 lane setup. In the large roads category, we have two new roads. The Six-Lane Asymmetric Road offers 4 lanes in one direction and 2 in the other, but if that isn’t enough, the Seven-Lane Asymmetric Road swoops in with 5 plus 2 lanes. Last but not least we have 2 new asymmetric highways. Both are ideal for those tight spots in the city where you need a lot of highway lanes. The Four-Lane Asymmetric Highway offers a 3-plus-1 lane setup, while the Five-Lane Asymmetric Highway adds another lane so you get 3 lanes in one direction and 2 in the other.


Asymmetric Roads can add additional lanes for turning in busy intersections.

[h2]NEW PARKING​[/h2]

Now, we’re not quite done with roads as Detailer’s Patch #2 adds brand new parking roads named so because they offer a lot more parking space than their regular counterparts. With both perpendicular and angled parking we have included 12 new parking roads that allow for very flexible parking lots. Create curved parking in front of a tourist attraction, a small parking alley behind your commercial, or line your transportation hub with rows of parking lots. In the Small Roads category, you can find Two-Lane Parking Roads, Two-Lane Divided Parking Roads, One-Way One-Lane Parking Roads, Parking Alleys, and One-Way Parking Alleys. In the Medium Roads category, we have their “big brothers” with Four-Lane Parking Roads with both perpendicular and angled parking.


Create the perfect size and shape parking lots with the new parking roads.

If you prefer to plop premade parking lots or want even more variation, then we have 9 new parking lots and halls for you. Starting small, the Small and Medium Gravel Parking Lots may be just what your rural build needs, but if you’re looking for simple paved options, then the Small and Medium Single-Row Parking Lots may do the trick. We also added the Moderate Parking Lot as a new option when the Medium Parking Lot isn’t quite big enough and the Large Parking Lot is too big.


Gravel parking lots are cheaper than their paved counterparts and add variation to the asphalt look.

Are you looking for something that fits a large, modern city better? Then perhaps the two Solar Panel-Covered Parking Lots will fit the bill. They come in small and medium versions and, thanks to the solar panels, don’t consume any energy. They also feature a lot of space dedicated to electric cars, making them perfect for a more environmentally friendly city. If you’re trying to squeeze in more parking space downtown, then the two new parking halls may be exactly what you need. At half the size the Small Parking Building offers roughly the same amount of spaces as the Medium Parking Lot, while the Multi-Level Parking Building takes it to a whole new level with an upgrade for additional levels that brings it to 300 parking spaces.


Take parking in your city to new levels with the Multi-Level Parking Building and Solar Panel-covered Parking Lots.

Before we move on from the topic of parking, we have one more thing to cover: Service Vehicle Parking. Base game service buildings that send out vehicles, such as police stations or hospitals, have been updated with dedicated space for service vehicles to park when they’re not in use. Not all buildings have room for service parking and some use a mix of garages and service parking on the lot, but most now have their respective vehicles parked on the lot. Any existing buildings will need to be re-plopped for the new spots to be available, but then you’ll be able to watch your patrol cars leave the station to keep your city safe or taxis head out of the new Small Taxi Depot to pick up passengers.


Watch service vehicles come and go from the new service vehicle parking, like the taxis heading out of the new Small Taxi Depot.

[h2]FROM PARKING TO PARKS​[/h2]

Let’s switch gears from paved parking lots to green spaces and take a look at the 10 New Pocket Parks we’ve added to the base game. As the name suggests, these are very small parks that fit snugly in between buildings or on the corner of an intersection. The one-tile parks can fit in almost anywhere, while the larger 2-by-2 and 1-by-6 parks require a little more planning. The parks come with randomized props and surfaces bringing lots of variation with a myriad of flower beds and seating options. They’re all a part of the basic Parks & Recreation service and unlock once you hit the Grand Village milestone.


The new pocket parks come in various sizes, shapes, and designs to fit anywhere.

While not parks, roundabout decorations can bring a pop of color and variation to your city streets, and Detailer’s Patch #2 expands the options with 7 new roundabout variations. Each variation comes in 4 different sizes from small to very large, so whether you prefer the Striped Roundabout with a Flower Bed or Mosaic Roundabout, there’s a size that’s just right for your intersection. Related to the roundabouts, we have a new category in the Roads menu: Cul-de-sacs. There you will find 3 new cul-de-sac variations, that work very similarly to roundabouts, but have been designed specifically for cul-de-sacs. The Asphalt variant gives you that classic paved-over look, while the Grass and Tree variants add more life to your dead-end streets.


Give your city a personal touch with your favorite roundabout and cul-de-sac designs.

[h2]ATTENTION TO DETAIL​[/h2]

This wouldn’t be a “Detailer’s Patch” without tools to control the details of your city. Keeping with our road theme, we have the Line Tool and the Roadside Tree Selector. The Line Tool can be activated when selecting a tree or prop and is found alongside the option to place one item or use the brush. It comes with a Straight and a Curve function, and when selected, you can adjust the spacing between items. Specifically for trees, you can also choose the different life stages, making it quick and easy to plant a line of trees that match the surrounding landscape.


Add a line of trees anywhere and adjust the distance to your liking.

The Roadside Tree Selector includes the same level of control, allowing you to select the age of trees added to roads. Pick your favorite tree, and place it on the road segment of your choosing. If the road already has trees, they are upgraded to the ones you selected, but you can also place trees on a road without the tree road upgrade this way, making it fast and easy to add your favorite trees to roads. Like the tree road upgrade tool you know, you have full control over which side of the road gets trees and, if the road supports it, if they’re added to the median. Lastly, if you just want bushes lining your roads, you’ll be happy to know that everything in the Vegetation menu works with the Roadside Tree Selector.


Select any tree and add it to your roads with a simple click.

That brings us to the end of this development diary and overview of what you can expect from Detailer’s Patch #2. Along with the new features, we have a bunch of bug fixes, which you can find in the patch notes, once the update is available. We hope you will enjoy the new tools and look forward to seeing the creative ways you end up using them. Which feature do you think you will use the most? Let us know in the comments.