Cities Skylines 2 is Official!

A patch of size it seems...

Hello Mayors!​


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.


New features:​

  • 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


Gameplay Fixes & Improvements:​

  • 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.


UI Fixes & Improvements:​

  • 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.


Modding Fixes & Improvements:​

  • Fixed climate latitude/longitude not being properly applied to simulation.


Misc:​

  • 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.


Paradox Mods Fixes & Improvements:​

  • 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!
 
Is anyone still playing this?

Still waiting for the asset editor, as one of my pet hates is having to design intersections, could do with seom better custom ones over the default ones provided!
 
Hi City Builders,

After more than a decade of successful collaboration across numerous titles that we’re both immensely proud of, Paradox Interactive and Colossal Order have mutually decided to pursue independent paths. The decision was made thoughtfully and in the interest of both teams - ensuring the strongest possible future for the Cities: Skylines franchise.

Development of the Cities: Skylines franchise will move to a different studio under Paradox Interactive's leadership and Colossal Order looks forward to building on its experience across new projects and exploring new creative opportunities. Both companies are excited for what the future holds while remaining deeply appreciative of our shared history and grateful to the Cities’ community.

“For over fifteen years, the Cities Series and our partnership with Paradox have been a defining part of our journey at Colossal Order. When we set out to create Cities in Motion, we never imagined it would grow to become a cherished franchise with a passionate, loyal community of millions of players around the world. We want to thank everyone at Paradox for their trust and collaboration, and of course the community for the incredible support that has made Cities what it is today. We’re confident that the franchise will continue to thrive under Paradox's leadership. As we move forward, we’re excited to channel our experience, creativity, and passion into new projects that align with our long-term vision.” Mariina Hallikainen, CEO of Colossal Order

“Our partnership with Colossal Order is one of the longest-running relationships we've enjoyed here at Paradox. Four games, dozens of expansions, and a community of millions of Cities players; it's remarkable how much we've achieved together. We have deep respect for the Colossal Order team and we look forward to seeing where they go from here. On our end, we’re eager to continue working for the passionate Cities: Skylines community and make sure to provide them with more content and new experiences.” Mattias Lilja, Deputy CEO of Paradox Interactive

This means the Cities: Skylines franchise will move to a new developer, and we’re pleased to announce that Iceflake Studios will be taking the lead. Based in Tampere, Finland, Iceflake Studios is one of Paradox Interactive's internal management game studios and is hard at work getting into the nuts and bolts of Cities: Skylines II. Specifically, Iceflake will take over all existing and future development for Cities: Skylines II, including free updates for the current version, continuous work on the Editor and console editions, as well as future expansions and content packs. This means that Cities players will be able to look forward to new updates and content drops for many years.

Colossal Order will implement a few additional updates before leaving, including the Bike Patch, which includes the long-awaited addition of bikes, Old Town buildings, bug fixes, and general improvements to the game. A Beta implementation of the asset support for the Editor, meaning access to Asset Mods, will also be available before year-end. Iceflake Studios will take the helm for all development from the start of 2026.

“Taking the reins on a genre-leading franchise like Cities is an immense honor and a great responsibility. There's a huge, loyal community out there and I want to say to every member of that community that we will humbly carry this legacy with respect, together with all of you. Iceflake has the capacity and capability to get started. We have a decade worth of experience from making city building and management games. We see a strong foundation and so much potential waiting to be unleashed and I can't wait to show you what we have planned for the next chapter of this incredible game.” Lasse Liljedahl, Studio Manager of Iceflake Studios

Both teams are working together to ensure that players will experience a smooth transition. Iceflake will introduce themselves in the coming weeks and share their plans in the near future, so you know what to expect next!

 
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you have to wonder what’s behind that one.

Cities Skylines 2 has been rough but the game is in a very good state these days. That said, I can’t imagine it’s been the cash cow they were expecting after the first edition.
 
It will be interesting to see what happens with the game's development, now. It seems that Iceflake Studio have predominantly made mobile games, I hope they have the skill and knowledge to work on such a massive PC game as Cities.
 
It always made me wonder how CO felt when the release date is CS II was announced, being so close to that announcement.
I would like to believe that they were less than impressed, understanding how much was was needed to have a functioning game ready on all platforms.
Paradox have had a few problems of late with various games, not sure how Iceflake could improve on this one, at this stage of its release.
 
It will be interesting to see what happens with the game's development, now. It seems that Iceflake Studio have predominantly made mobile games, I hope they have the skill and knowledge to work on such a massive PC game as Cities.

Probably try and turn it into a console/mobile game and completely miss the mark.

There's a space for an indie dev to make a similar game with good steam market options. Its not the same without easily accessible mods/assets.
 
It always made me wonder how CO felt when the release date is CS II was announced, being so close to that announcement.
I would like to believe that they were less than impressed, understanding how much was was needed to have a functioning game ready on all platforms.
Paradox have had a few problems of late with various games, not sure how Iceflake could improve on this one, at this stage of its release.
Apparently the game was 3 years late as well.
 
Let’s be honest CO didn’t do the best job with CS2, it was perhaps over ambitious in terms of the depth of the simulation and it needed a hell of a lot of work to fix it.

However, they did eventually fix it although the rep of the game was rather tarnished by then and they had to publish a hell of a lot of free content to try and make it up to the player base.

I don’t know if anyone has played recently but it’s actually a really good city builder now. The bike patch and the mod editor when it launches in a few weeks will really round it out IMO.

No doubt there is more DLC to come but with the new developer taking over, the game is very much into maintenance and DLC mode.
 
I do not agree that the game should be considered to be in maintenance and DLC mode at this point. What about all those console players still waiting for the game that they got refunded for when pre-ordering it..?
Their mod support is still in beta and the asset editor is still waiting for a first pass release, perhaps before the years end.

It has improved a lot since release, that though was dire. Two years on and, apart from what I noted, this is now getting to what I would consider reasonable for a release.
I still think of it as being flawed though, perhaps I need to try it out again, as mentioned previously though, I was waiting until console release to do so.


A follow up from that video, due to the recent announcement...

 
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I'm going to have to wait until all the modders update their mods following the bike patch today. The game won't load a single city and errors out :(
 
I was literally thinking that reading this thread.

Shame really game isn't even that bad, we are not even remotely in the same league as Kerbal Space Program 2 for example.

Yeah, trouble is, its 2025 not 2023 and I think a lot of people just moved on. They've hoofed this into the stands on what should have been a tap-in for 3 yards out.
 
Yeah, trouble is, its 2025 not 2023 and I think a lot of people just moved on. They've hoofed this into the stands on what should have been a tap-in for 3 yards out.

100%.

I moved on as well, I played it on release I didn't think it was terrible but the thought of trying to get into it now, nahhhhhhhh.
 
After the bike patch today I tried it for a few minutes, kinda lost interest really
I did note around 98% or so GPU usage, on an empty map. That didn't impress me
What enthusiasm that I once had seems to no longer be there.

Maybe at some point I'll revisit it.

Looking forward to seeing how Citystate Metropolis plays, when released.
Albeit that one will be early access and the single Dev seemed to stop patching and supporting his last game.
 
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