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Cities: Skylines II News

1.3.3f1 Patch Notes

[p][/p][p][/p][h2]Hello Mayors![/h2][p][/p][p]The Patch Notes for version 1.3.3f1 covers a boatload of fixes, including (but not limited to) a lot of Cargo fixes, balancing, and how you interact and view the game. It also includes the new free content that includes three new Piers, two new Quays, and two new Bridges which gives you many new ways to transport and move people, cars, and trains around your city![/p][p]
We have also shared a Developer Diary about the taste of what Bridges & Ports has to offer, which you can read here. [/p][p][/p][h3]Known issues:[/h3]
  • [p]While the issue causing commercial buildings to store more resources than their storage capacity has been fixed, commercial buildings that already have more resources stored will not have their storage adjusted. The storage will be reduced as their resources are consumed until they are below their maximum capacity. Once below that threshold, they will respect that limit when purchasing new resources.[/p]
  • [p]Office company workers can drop to the minimum amount because too few resources are produced by the companies are consumed.
    [/p]
[h2]New Free Content[/h2]
  • [p]3 New Piers[/p]
    • [p]Narrow Wooden Leisure Pier [/p]
    • [p]Medium Wooden Leisure Pier [/p]
    • [p]Wide Wooden Leisure Pier [/p]
  • [p]2 New Quays[/p]
    • [p]2 quays with driving lanes.[/p]
    • [p]2 pedestrian quays.[/p]
  • [p]2 New Bridges[/p]
    • [p]Double Train Track Truss Arch Bridge \[Train][/p]
    • [p]Four-Lane Double Train Track Double-Decked Extradosed Bridge \[Highways][/p]
[p][/p][h2]Gameplay Fixes & Improvements:[/h2]
  • [p]Fixed Crash to Desktop when creating sharp curves in Cinematic Camera.[/p]
  • [p]Fixed a rare Crash to Desktop when creating a new save file or overwriting an existing one.[/p]
  • [p]Fixed Crash to Desktop caused by placing overlapping roads. This changes how roads and pre-made intersections can be placed.[/p]
  • [p]Fixed high number of taxis & visitors arriving at small parks.[/p]
  • [p]Fixed citizens not paying for their goods while shopping.[/p]
  • [p]Fixed Residential, Office, and Industrial taxes not showing any income after the player restores taxes to 10%, after playing for several hours with taxes set at 0%.[/p]
  • [p]Fixed Commercial buildings can store more than what is allowed. Existing buildings adjust their storage amount over time to match the limit.[/p]
  • [p]Fixed Commercial buildings that sell Lodging, Recreation, or Entertainment no longer gain the office efficiency bonus from Airport and Office Signature Buildings.[/p]
  • [p]Fixed Commercial Infoview incorrectly showing a mixed building as occupied when there is no company.[/p]
  • [p]Fixed the unending industrial demand when lowering the industrial tax rate.[/p]
  • [p]Many cargo-related fixes:[/p]
    • [p]Fixed deactivated Cargo Harbor still being used.[/p]
    • [p]Fixed Cargo Ships overlapping when arriving at a deactivated Cargo Harbor.[/p]
    • [p]Fixed the dot in the 'Route' panel to properly reflect the percentage of cargo storage at every stop.[/p]
    • [p]Fixed amount of cargo not being displayed in the Cargo Train Route Selected Info Panel for stations that use building upgrades.[/p]
    • [p]Fixed missing/duplicate resources for cargo transportation vehicles. Each of these can now carry all raw materials, processed goods, and all types of mail. They do not carry immaterial goods or garbage.[/p]
    • [p]Fixed resource types for InternationalAirport01.[/p]
    • [p]Fixed amount of coal transported from the cargo terminals being lower than the amount subtracted from the building’s storage when the resource is sold.[/p]
    • [p]Fixed an issue where trucks with trailers sometimes did not subtract the correct amount of resources from the target storage when loading cargo.[/p]
    • [p]Fixed commercial truck not importing from cargo stations.[/p]
    • [p]Fixed Outside Connection cargo stops always having the same amount of cargo.[/p]
    • [p]Fixed Outside Connection resource storage having a huge negative resource balance in some old saves.[/p]
    • [p]Fixed Specialized Industry buildings receiving regular deliveries of nothing from an Outside Connection.[/p]
    • [p]Fixed extractor companies spawning with output resources in their storage. This will only apply to newly placed extractors..[/p]
    • [p]Improved the Storage section of the Selected Info Panel of cargo transportation buildings to display all resources that can be stored, the current amount stored, and colored highlights to indicate surplus/balanced/deficit status for the specific storage building.[/p]
    • [p]Lowered Cargo Harbor warehouse upgrade and Cargo Train Terminal warehouse upgrade's storage size to 7500t to better match the visuals.[/p]
    • [p]Companies avoid buying big amounts that exceed the max amount of vehicle delivery capacity.[/p]
  • [p]Fixed industrial Efficiency bonus from Signature Buildings being summed incorrectly.[/p]
  • [p]Fixed Signature Industrial Buildings descriptions and Selected Info Panels having the same incorrect Industrial Efficiency bonus value[/p]
  • [p]Fixed a bug causing citizens to be unable to exit burning buildings (causing them to be more likely to die in the fire and causing long-term performance overhead due to pathfinding spam)[/p]
  • [p]Fixed camera transition when switching to/from map view.[/p]
  • [p]Fixed Noise Pollution not spreading from networks in Easy mode.[/p]
  • [p]Adjusted some Easy Mode gameplay values:[/p]
    • [p]Electricity, water, and garbage consumption.[/p]
    • [p]Unemployment benefits, pension, and family allowance.[/p]
  • [p]Adjusted Easy Mode water and sewage import/export costs to match the proportional changes of the electricity import/export costs.[/p]
  • [p]Various adjustments and fixes to tutorials[/p]
  • [p]Various fixes for achievements.[/p][p][/p]
[h2]UI/controller fixes:[/h2]
  • [p]Fixed missing selected object when the player selects an item from any Upgrades panel and switches to another build menu.[/p]
  • [p]Fixed the positive "Free workplaces" and the negative "Availability of Jobs" residential demand factors sometimes appearing at the same time.[/p]
  • [p]Fixed bug causing visual issues with Info Views when selecting city service category while another panel was active (eg. notifications, chirper, economy, etc.)[/p]
  • [p]Fixed issue where quickly toggling panels off and on while it was transitioning out could lead to them rendering fully transparent (interactive but not visible).[/p]
  • [p]Fixed issue where quickly loading a save while in Photo Mode could result the game to get stuck with Photo Mode not properly deactivated, and cause standard tools to stop not working.[/p]
  • [p]Fixed Subsidies graph in the Statistics panel always showing 0.[/p]
  • [p]Fixed Tile Upkeep not being included in Expenses part of the Statistics panel.[/p]
  • [p]Fixed loan interest category incorrectly being visible in the Statistics panel when playing with Unlimited Money.[/p]
  • [p]Fixed inconsistency between Economy panel and Statistics panel values for Service Upkeeps and Service Trade.[/p]
  • [p]Fixed Production statistics in the Economy panel being carried over to a new game.[/p]
  • [p]Fixed the "Lack of Labor" and "Lack of High-Skill Labor" notifications appearing when the building has collapsed.[/p]
  • [p]Fixed built-in sub-buildings and extensions incorrectly showing up in the Selected Info Panel upgrades section.[/p]
  • [p]Fixed citizens appearing without an avatar in Chirper/Citizen Lifepath.[/p]
  • [p]Fixed issue making it impossible to remove citizens from the "Followed Citizens" list via the Selected Info Panel, if the maximum number of followed citizens is reached.[/p]
  • [p]Fixed issue with storage and cargo Selected Info Panel sections with uneven items did not render correctly.[/p]
  • [p]Fixed long names not fitting the storage and cargo Selected Info Panel if the UI was scaled or a non-English language was selected.[/p]
  • [p]Multiple text and translation fixes.[/p]
  • [p]Multiple controller fixes.[/p]
  • [p]Multiple Info View fixes:[/p]
    • [p]Colors/arrows are limited to the gameplay area.[/p]
    • [p]Noise, wind, air pollution, and telecom coverage are also shown on the water surface (in addition to the terrain surface).[/p]
    • [p]Wind and water flow Info Views are mutually exclusive, as both have arrows on water (Affects electricity Info View).[/p]
  • [p]Added a warning for saves and maps that are missing a required DLC.[/p]
  • [p]Added hotkey to confirmation and game mode selection.[/p]
  • [p]Added a green circle highlight when connecting electricity cables, power lines, and pipes at different elevations.[/p]
  • [p]Added new tooltip for buildings in air pollution, ground pollution, and garbage management Info Views when the City Policy "Advanced Pollution Management" is enabled to show the policy’s effect.[/p]
  • [p]Added Edge Scrolling sensitivity slider to Gameplay settings.[/p][p][/p]
[h2]Art/graphics:[/h2]
  • [p]Several fixes for Virtual Texturing (affects glitched road decals, some black buildings in the distance).[/p]
  • [p]Fixed power lines appearing like thick beige lines over water.[/p]
  • [p]Fixed color variations not working if the first building level doesn't have them, but subsequent levels do.[/p]
  • [p]Fixed the University Library upgrade of University having the "No pedestrian access" notifications when placed on the uneven terrain. [/p]
  • [p]Fixed extractor vehicles sometimes leaving the extraction area.[/p]
  • [p]Fixed themed and shared trees hue/saturation and brightness to randomize less so that there are not too differently colored leaves in the same tree.[/p]
  • [p]Fixed loading screen thumbnail/preview override which had an inconsistent halo around the edges of the screen - now it will have a consistent black vignette.[/p]
  • [p]Fixed new game panels would not have the backdrop blur applied during transition.[/p]
  • [p]Mitigate tree visual look changes when view distance changes.[/p]
  • [p]Improved spruce and pine trees to be a bit brighter.[/p]
  • [p]Improved Poplar, Hickory, Linden, London Plane, Oak, and Birch autumn color to be brighter and more saturated.[/p]
  • [p]Improved Agricultural area textures so that it does not create a repeating pattern when there is snow.[/p]
  • [p]Improved water VFX on Fountain Plaza to avoid overlap.[/p]
  • [p]Improved zone grid visibility on bright snow.[/p][p][/p]
[h2]Misc:[/h2]
  • [p]Fixed issues with save names that have special characters.[/p]
  • [p]Fixed the selected monitor in the display option resetting after restarting the game.[/p]
  • [p]Multiple SFX fixes[/p]
  • [p]Added optional telemetry consent to settings[/p]
  • [p]Updated Coherent to 1.64[/p]
  • [p]Update to Unity 2022.3.60f1[/p]
[p]
[/p][h2]Modding Fixes & Improvements:[/h2]
  • [p]DLC dependencies are now registered for maps and saves uploaded to Paradox Mods.[/p]
[p][/p][h2]Paradox Mods Fixes & Improvements:[/h2]
  • [p]Update PDX SDK to 1.34.0[/p]
  • [p]Update Mods UI to 1.11.1[/p]
  • [p]When an asset on Paradox Mods is set to have DLC dependencies, it shows a list of dependencies on that mod page.[/p]

You should forget about Cities Skyline 2's Bridges & Ports expansions for a while, because it's been delayed again


I think there might be a chance, just ever so slightly, that the development of Cities Skylines 2 has been a bit difficult. The game launched back in October of 2023 and has suffered from performance issues, rushed DLC, and a delay to its first expansion Bridges and Ports. This expansion was meant to come soon after the Beach Properties DLC, but that obviously didn't happen, catching a delay to sometime in the second quarter of 2025 specifically to continue improving upon the base game. Except the expansion has been delayed once again.


Read more

Free Patch and Updated Plans



Hello Cities: Skylines players,

Since the release of the Detailers patch, we’ve spent the last five months working hard on the Bridges & Ports DLC, and towards our upcoming expected release. After reviewing the content ourselves and sharing it with our early access group, we’ve received consistent feedback: the bridges are super exciting, and the port works well, but there are aspects of the expansion that are not as polished as they could be.

That left us with a difficult choice: delay the release once again to add more depth, or release it as-is, knowing players may feel it falls short. We believe the current content is enjoyable, but we’re not blind to what’s missing, and to bring it to the level you deserve, we need more time.

The free update that was intended to come alongside Bridges & Ports will release on June 11th, with a bit of content that gives a slight sneak peek of what is to come in the expansion. In the meantime, we’re assessing feedback from our early access group and mapping out what we want to improve when the expansion launches - which we are now expecting in Q4 of this year.

That said, this is still a beautiful expansion, and we’re excited about what it will add to your city. We just want to ensure it adds enough to meet your deservedly high expectations.

The full patch notes for the free update will be shared on June 11th, together with the release of the patch. In the meantime, here’s a sneak peek of the free assets included to enhance your waterfronts.

[h3]2 New Bridges[/h3]
Including Combination bridge:
  • Four-Lane Highway Double Train Track Double-Decked Extradosed Bridge
  • Double Train Track Truss Arch Bridge


[h3]3 Leisure Piers[/h3]
Piers are shoreline/harbor assets created using the net tools. They are divided into leisure and
industrial piers.

[h3]3 Quays[/h3]
Quays are a way to beautify the cities' shorelines. Quays can be updated with trees and piers can connect to them. Container Crane can be placed over the Cargo Port Quay that is designed to be wider than normal quays to work with the Reach Stackers. Quays work similarly to other roads in that buildings can be snapped to them when the zoning grid is visible.

// the Cities: Skylines Team

New Cities: Skyline 2 update reduces homelessness and makes it easier to track, alongside new difficulty modes

Cities: Skylines 2 has a new patch that makes a raft of changes to the Paradox city builder's UI and systems such as traffic and garbage, while adding two new Easy and Normal difficulty modes and ten 'birthday parks' to celebrate the first game's 10 year anniversary.


The developers have also made some "quality-of-life improvements related to homelessness". That's "quality-of-life" in the vacuum-sealed software development sense of the simulation being nicer to operate, rather than quality of life in the sense of having a roof over your head. I would probably have gone with some slightly less dystopian phrasing, Colossal Order.

Read more

Anniversary Patch 1.2.5f1



[h2]Hello Mayors![/h2]

We have a new Patch for you! Patch 1.2.5f1 arrives with A bunch of new parks that we mentioned briefly in the Anniversary Announcement on the 10th, but it also contains many fixes! Let’s jump in!

This patch includes several quality-of-life improvements related to homelessness:

Homelessness statistic
  • Homelessness added to Population Info View
  • Homeless households visible and selectable in parks’ Selected Info Panel
  • Improvements to when citizens move out to reduce homelessness


These changes make it easier to track homelessness, find homeless populations in your city, and check the situation for individual homeless citizens. If the homeless in your city are generally employed, they simply need affordable housing. If they are also unemployed, they will need jobs suitable for their education level before they can leave the homeless status behind.

Additionally, we have improved the logic behind newly adult citizens moving out of their childhood homes. Previously, they would move out immediately once they reached adulthood, and if no affordable homes were available, they would become homeless.

Now, they will stay with their parents until certain conditions are met:
  • Newly adult citizens need a job before moving out.
  • They contribute to the household’s wealth until the household can afford to provide them with starting money, giving them a better chance to start a new life on their own.
  • They check if there are available homes in the city before moving out.
    • If there are not enough homes available in the city, they may choose to move out of the city and become commuters. Commuters can and often will move to the city when housing becomes available.


1.2.5f1 Patch Notes


Known issues:
  • Crime accumulation fixes might require more police force in existing cities and for efficient crime handling the need to assign police to districts.
  • Industrial and Office zone tax income has lowered following a bug fix that deducts wages from untaxed income. If office zones struggle to be profitable, then make sure they have enough highly educated workforce available.


[h2]New features:[/h2]
  • Added Easy and Normal modes.
  • 10 Cities: Skylines 10 years birthday parks:
  • Chirplet Park
  • Chirper Park
  • Chirper Adventure Park
  • Chirper Fun Time Complex
  • Activity Playground
  • Hilly Playground
  • Play Round
  • Basketball Center
  • Dog Activity Park
  • Park Cafe


[h2]Gameplay Fixes & Improvements:[/h2]
  • Fixed a crash to desktop when loading a save with Region Pack content after disabling the pack.
  • Fixed a crash to desktop in saves with missing zone types.
  • Fixed a crash to desktop in a save with a missing asset.
  • Fixed a crash to desktop when selecting an upgrade from the Add Object menu while having an unsupported object selected.
  • Fixed a crash to desktop when snapping the Landfill or Extractor lot area to the starting node.
  • Fixed a crash to desktop after a car collides with a parked track vehicle.
  • Fixed rare crash to desktop related to an icon having unsupported Inkscape SVG CSS style.
  • Crime-related fixes:
    • Fixed a bug with crime probability accumulation causing buildings to always look green in police info view and police cars not to patrol.
    • Fixed an issue with police cars ignoring criminals while standing at a crime scene.
    • Fixed the low/high visual display for Jail & Prison Availability not matching the actual capacity.
  • Homeless fixes:
    • Added homeless information to Population info view. The Homeless info view highlights the location of occupied homeless encampments.
    • Added household sidebar for homeless citizens/households/encampments.
    • Added residents section for homeless encampments (parks, abandoned buildings).
    • Added homeless count to Statistics.
    • Improved the logic for citizens moving out. Citizens turning adults are now less likely to become homeless and stay home longer. They do not move out until they get starting money from the household, have a job, and the city has suitable houses available. They can also move out of the city and become commuters if no suitable housing is available.
    • Fixed an issue with homeless citizens getting stuck after demolishing buildings in cities built before version 1.1.8f1.
    • Fixed homeless citizens having a blank destination field.
    • Landmark buildings no longer have homeless encampments:
      • Ferris Wheel
      • Näsinneula
      • National Gallery of Arts
      • Notre-Dame
      • National Diet Building
      • Namdaemun
      • Botanical Garden
      • Fountain Plaza
      • Grand Hotel
      • Bell Tower of Xi’an
  • Garbage fixes:
    • Adjusted park buildings' garbage accumulation.
    • Fixed a bug in garbage accumulation related to park employees.
    • Fixed wrongly calculated garbage amount for service buildings.
    • Increased the transport capacity of Garbage City Service buildings.
    • Increased default Garbage Storage Capacity of Landfill so Dump Trucks can collect full loads when the building is emptying.
  • Traffic fixes:
    • Improved citizen pathfinding so they can walk through parks connected to multiple roads.
    • Improved traffic flow in some intersections by giving vehicles blocking crossing traffic priority to exit the intersection.
    • Improved roadside parking so car orientation is based on the connected driveway direction.
    • Improved boarding time for taxis.
    • Fixed firetrucks being unable to reach some sub-building upgrades that are not by a road.
    • Fixed buses making unexpected u-turns when leaving a stop. This ensures their travel path matches the planned route.
    • Fixed cars unnecessarily despawning in roundabouts. Happened more often with busy multi-lane roundabouts and emergency vehicles.
    • Fixed cars incorrectly slowing down when going through green traffic lights.
    • Fixed medical helicopters transporting injured patients to the Disease Control Center even though it cannot heal them. This also fixes some issues with healthcare vehicles trying to pick up citizens who are in other vehicles.
    • Fixed delivery trucks/extractor vehicles with trailers reversing through themselves. Instead, they enter the building, disappear, and then spawn again in the correct ride direction.
  • Fixed trucks collecting goods from empty warehouses.
  • Fixed unnecessary overlap errors with existing areas when creating a new polygon area.
  • Fixed Greenhouses situated in Vegetable Farming areas burning indefinitely. The fire effect played incorrectly for extractor buildings when the main building was on fire.
  • Fixed relocating a City Service building or its Upgrades incurring a cost when the selected object is placed in the exact same location.
  • Fixed relocation action being canceled when trying to relocate buildings to a forbidden place.
  • Fixed Disaster Response Unit incorrectly increasing displayed maximum vehicle count.
  • Fixed Bell Tower of Xi'an Landmark displaying "No pedestrian access" notification, even though it is properly attached to a road.
  • Fixed pathfinding issue with NA_ResidentialHigh01_L5_2x4.
  • Added missing underground cables to visualize electricity flow under standalone bus lanes and tram tracks.
  • Added the possibility to upgrade standalone bus lanes with lighting. Standalone bus lanes without this upgrade do not transport electricity.
  • Improved company profitability calculations to compare last month's profit to the current month's profit for a more accurate number.
  • Adjusted the passenger capacity of AirplanePassenger02.
  • Reduced cloudiness and rain by approximately 20% for Great Highlands, Lakeland, Mountain Village, Tampere, Sweeping Plains, Windy Fjords, Archipelago, Barrier Island, River Delta, San Francisco, and Waterway Pass.
  • Increased precipitation turbulence for San Francisco map to increase the amount of rain in spring above 0.3. Balanced lightning strike's occurrence probability to 5% and rain requirement to 0.3.
  • Adjusted Water Surface values to make the waves look less pronounced and smaller to fit the scale of the terrain/cities and generic wind conditions better.
  • Adjusted temperate cliff and dirt base color to be a bit less saturated and slightly darker.
  • Adjusted aerial perspective to slightly blue.
  • Adjusted seasons to be brighter and have a bit higher contrast.
  • Adjusted day/night contrast to be higher and adjusted the night tint color.
  • Adjusted terrain far tiling so it tiles less.
  • Adjusted flower colors so they don’t change color between spring and summer.


[h2]UI Fixes & Improvements:[/h2]
  • Updated main menu background images.
  • Added new style UI icons.
  • Added the option to select Extractors/Landfills by clicking their polygon area.
  • Updated Electricity statistics colors for clarity.
  • Improved Forestry Area and its boundaries to be more visible in dense forest areas.
  • Improved parking lot edges to be more visible. Building lot overlay is more visible when placing or when it overlaps other placements.
  • Added a unique asset label for unique buildings.
  • Text updates and fixed some translation bugs.
  • When creating a Paradox Account the country list is sorted alphabetically in all languages.
  • Multiple controller fixes.
  • Multiple SFX fixes.
  • Added hotkey to confirmation.
    • Press enter to confirm action on popup.
    • Left/right arrow keys to select button.
  • Fixed household members statistics graph counting members and education level twice for families.
  • Fixed the landscaping tool changing the terrain without any input after hovering over any UI while terraforming.
  • Fixed ruins exceeding the city limits being moveable.


[h2]Modding Fixes & Improvements:[/h2]
  • Fixed climate latitude/longitude not being properly applied to simulation.


[h2]Misc:[/h2]
  • Update to Unity2022.3.57f1
  • Fixed misaligned assets in the Solar Power Plant.
  • Fixed camera collision with two High Density Office buildings.
  • Fixed some students can walk through the fence at the City Elementary School.


[h2]Paradox Mods Fixes & Improvements:[/h2]
  • Updated PDX SDK to 1.31.0
  • Updated Mods UI 1.9.0
  • Added support for GoFundMe external link
  • Allow setting social username if the user doesn't have one in My profile
  • Show tag usage count
  • Show DLC dependency names
  • Bug fixes:
    • Fixed issue where pressing Escape would close Mods UI when in a modal
    • Various minor bug fixes


As always, please report any and all bugs that you're experiencing to our Bug Report Forum; it has a form that will give us the information we need to help you help us fix the game further!