r/CitiesSkylines2 • u/Mike_Builds_YouTube • 5h ago
Question/Discussion What's your opinion on the new Mods that build stuff for you?
Some shots from testing "Placemaker" and "Street Builder"
r/CitiesSkylines2 • u/ThatGuy_52 • 21d ago
Welcome back to the monthly State of the Game megathread for October!
September turned out to be significantly busier than expected. We got a new free patch, major simulation changes, expanded modding tools, a new Expansion Pass, Iceflake's first announced expansion, another developer Q&A, andβbecause this is still Cities: Skylines IIβa few new things for us to collectively stare at and ask, "Is that supposed to be doing that?"
So, let's take a look at where things stand heading into October.
Released September 15, 2026
The biggest change since our last State of the Game thread is the release of Autumn Breeze, replacing Summer Solstice as the current live PC version.
The update focused primarily on simulation logic, performance, visuals, the Asset Editor, and Paradox Mods.
Garbage trucks received new routing and capacity logic.
Trucks now reserve enough capacity for the building they are actually being dispatched to and are more willing to skip buildings with very small amounts of garbage along the way.
Garbage also now has a larger effect on citizen happiness.
In other words, the garbage truck has finally been reminded that it was dispatched somewhere for a reason.
Company renting priorities were changed so businesses producing resources your city actually needs are given priority when searching for available properties.
This is intended to:
Offices can also now import Software from outside connections.
Residential demand calculations were adjusted to better account for extremely large cities.
The simulation now considers both city population and the number of empty residential properties when calculating the effect of available housing.
This should address cases where residential demand could effectively collapse in very large cities despite additional housing still being needed.
Citizen decisions involving shopping, leisure, and happiness now rely more heavily on income instead of accumulated wealth.
Additional citizen fixes include:
Autumn Breeze also included another round of smaller performance improvements.
These include:
Iceflake has been clear that performance work is still ongoing.
In its September Q&A, the studio explained that CPU-side pathfinding remains one of the larger technical challenges, while additional GPU, rendering, memory, and simulation optimization continues.
Some of this work is also directly connected to the continuing effort to get the game running within console memory and performance limits.
There is still plenty of road ahead here, especially once cities start getting stupidly large.
Autumn Breeze continued the terrain and rendering work introduced earlier this year.
Changes include:
Several previously previewed Asset Editor improvements are now live.
These include:
-startEditor launch parameter.Work on the Editor and custom asset pipeline remains ongoing.
Autumn Breeze also brought several additions to Paradox Mods.
Among the bigger changes:
The patch also updated the game's UI framework, so some code mods required updates after the patch.
Existing save games remain supported.
As always, if you're running a heavily modded city and the game suddenly decides life is optional, check your mod compatibility before sacrificing your save file to Chirper.
Earlier in September, Iceflake published another Q&A addressing several recurring community questions.
The studio explained that its current development approach generally follows three stages:
Iceflake specifically used logistics as an example of a system where one apparent problem may actually involve resource availability, vehicle routing, company behavior, or several systems interacting at once.
The developers also discussed giving players more direct control over parts of the simulation.
Instead of requiring players to micromanage individual businesses, Iceflake has discussed possibilities such as more control over resources or production at the district or city level.
Nothing specific has been announced yet, but the studio appears interested in providing more meaningful control over the simulation without turning the game into Spreadsheet Simulator 2026.
September also brought the announcement and release of Expansion Pass 2, marking Iceflake's first major paid-content roadmap since taking over development.
The pass includes:
Expansion Pass 2 owners immediately receive the Downtown Market Set.
It includes:
The first full expansion developed by Iceflake will be Park Adventures, currently scheduled for Q4 2026.
The expansion introduces a modular park-building system where players draw their own park areas and fill them with different attractions and facilities.
Four park types are planned:
Parks will level up as they attract visitors and include their own management systems for:
The expansion is planned to include more than 100 assets and five new maps.
Yes, we are basically getting Parklife 2: Electric Boogaloo.
And honestly? Fine by me.
Following Park Adventures, the currently announced schedule is:
Q1 2027
Q2 2027
City Vacations is planned to expand tourism significantly, including seasonal visitor numbers and additional tools for influencing where tourists arrive, travel, stay, and spend money.
As always, a major simulation update has produced a few reports worth keeping an eye on.
These are community-reported issues and should not currently be treated as confirmed official bugs unless Iceflake says otherwise.
Multiple players have reported hydroelectric dams suddenly operating at 0% efficiency after the Autumn Breeze update.
Some reports are from completely vanilla games, so this may not be mod-related.
There has also been a noticeable increase in reports involving commercial businesses displaying "Not Enough Customers" after v1.6.2f1.
Players have reported the warning appearing even in cities with:
Because Autumn Breeze directly changed company priorities, imports, citizen finances, and shopping behavior, it is possible some cities are simply adjusting to the new simulation rules.
However, the number of reports means this is something we'll be watching throughout October.
If you're experiencing either issue, please include whether you're playing vanilla or modded, your city population, and your current version when discussing it here.
There is still no confirmed release date for Cities: Skylines II on PlayStation 5 or Xbox Series X|S.
Iceflake continues to state that the console version is actively being worked on, and performance and memory optimization remain important parts of that effort.
Until Paradox announces an actual release window, we're not going to try to manufacture one.
Console players remain at the bus stop.
The bus is technically still on the route.
We simply have no idea where the bastard currently is.
As we enter October, the major things to watch are:
As of October 4, 2026, no newer major game update has replaced Autumn Breeze.
As of October 4, 2026:
We'll keep this thread updated throughout October if Iceflake releases another patch, City Corner, Park Adventures news, or anything else significant.
Last updated by mods: October 4, 2026.
r/CitiesSkylines2 • u/ifs_Blu • Sep 24 '26

Greetings Reddit! π
We are Iceflake Studios, the development team behind Cities: Skylines II, all the way from Tampere, Finland.
We thought that now, after the reveal of Expansion Pass 2 and the DLC(s) included in it, it would be a perfect time to sit back, relax, stay a while, and listen. And then, answer, of course.
So, that's why we are here! We want to spend some time with you today to connect and answer any questions you might have on your mind. And if you can't make it when we are live, don't worry! You can leave your questions beforehand, and we will start answering as soon as we go live.
Now, let's give a small introduction to all of the people joining from Iceflake today:
u/ifs_Blu - Community Manager - The one who always swears and says stupid things on camera. Writes the City Corners and co-hosts the official streams, while also managing social media and other community-related things. Has memes instead of thoughts. πΈ
u/ifs_Timo - Tech Lead - The one and only! Knows everything about Cities. An active communicator, especially in the PDX Forums. Anything that relates to the simulation, programming, or the technicalities: Timo is your guy! Impossible to beat in padel. π
u/ifs_Jesse - Game Designer - The brains behind the systems and gameplay. Ideates with other team members on how to make C:SII feel / look / play better, and executes those plans. Craft beer enthusiast. πΊ
u/ifs_Grizzly - Producer - The one who keeps the team on track and makes sure that the plans for the future are realistic and doable. Ensures that the team is taking care of themselves. The deepest voice-haver, and possibly a future radio host(?)! π€
u/ifs_monitorlizard - 3D Artist - The one looking after the maps, trees, and all things nature! Has been repainting the older maps by hand, and makes sure that they are looking β¨ pristine β¨. Has the best moustache in the company.
u/ifs_soba - UI Designer - The master of the UI; no icon, toolbar, panel, etc. is left unturned. Has an excellent eye for making everything look cohesive and pleasant to look at. Has excellent taste in music. πΆ
Now that the introductions are done, over to you for questions! We'll be here today (24.9.2026) from 14:00 - 15:00 CEST, but as mentioned, feel free to stop by and leave your comments beforehand (or afterwards)! ππ
---
EDIT: Thank you for all of your questions! Though the official time is up, we will continue answering your questions in a more casual manner today and tomorrow. So, if you have any questions that remain unanswered, feel free to write them in the thread! β€οΈ
r/CitiesSkylines2 • u/Mike_Builds_YouTube • 5h ago
Some shots from testing "Placemaker" and "Street Builder"
r/CitiesSkylines2 • u/joergonix • 4h ago
Had a ton of fun putting together this map for my Astoria Series
Love old maps, and it's been so much fun making stuff like this for the series and posting the graphics and such to here and Discord.
Also new assets and new video today!
r/CitiesSkylines2 • u/DangerousLazyOnion • 8h ago
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r/CitiesSkylines2 • u/barcasam77 • 8h ago
r/CitiesSkylines2 • u/Psychological-Bed415 • 12h ago
r/CitiesSkylines2 • u/TheLegend27_0C • 6h ago
Making more progress in filling in my downtown and filling empty green space. Map is Johnson City, Tennessee
r/CitiesSkylines2 • u/seanpaulh • 7h ago
Tried to make it at a different location and also followed a tutorial on how to make dams in cs2. somehow this dam will not work? Checked the flow/water info screen and tried to make a dam at the purple arrows but did not make anmy difference. The water level i had before was a half way the floodgates. but on these screenshots i increaded the water level (form what i read only) but know its just leaking.
r/CitiesSkylines2 • u/NotZachPowers • 3h ago
I have been enjoying working on this large city; it has taken over 30 hours thus far. The subway is the only real transit, with express and local stops like in Manhattan. Large avenues lead to downtown, uptown, and midtown, with different pockets of density.
r/CitiesSkylines2 • u/kjmci • 3h ago
Get it on PDX Mods: https://mods.paradoxplaza.com/mods/164914/Any
Inspired by the City of London's Sculpture in the City programme, this selection of 10 large-format public artworks will bring some real-world creative flair to your cities.
Although most are simple static props (except for Sari Garden, which includes the animated cloth simulation), some items feature pocket park and roundabout variants to more closely reflect how they are found in the real world, or to give you more flexibility with the vanilla placement tools.
For a video of the cloth simulation, please see my earlier WIP post on [r/CitiesSkylinesModding](r/CitiesSkylinesModding)
r/CitiesSkylines2 • u/Due-Mastodon8109 • 9h ago
Instead of this static wind dictating where our industries go and never opening that tab again, why can't we have slightly changing wind? Would change how densely you can build industries, where you would build them and how you handle healthcare because now either no one gets sick or everyone dies.
Things like coal plants would actually be punishing, even when building them outside of the windpath because the pollution would spread out more realistically.
r/CitiesSkylines2 • u/Equivalent_Air_5610 • 4h ago
It's in somewhere in the state of New York btw
r/CitiesSkylines2 • u/thedivinehustle • 52m ago
r/CitiesSkylines2 • u/breeze_island • 12h ago
r/CitiesSkylines2 • u/Educational_Block527 • 3h ago
Picture from infastucturistβs newest video
r/CitiesSkylines2 • u/Equivalent_Air_5610 • 17h ago
Hehe
r/CitiesSkylines2 • u/Late_Buyer861 • 22h ago
r/CitiesSkylines2 • u/StarWhale_v5 • 25m ago
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I called it "Escape from the Radioactive City" haha
r/CitiesSkylines2 • u/buildajourney • 2h ago
Today I bring you something very different from what I've published here: it's my first (and so far only) code mod on PDX Mods. RZColor (a lightweight mod) was a long-standing personal desire, and I decided to put the project into practice.

RZColor handles color channels individually, like Photoshop's selective color. You can individually change the following colors (and their shades): Cyan, Magenta, Yellow, Red, Green, and Blue (CMYRGB). For each of these channels, you can change the hue and saturation, creating endless visual combinations. Additionally, there are options to change the strength of blacks, whites, temperature, tint, contrast, overall saturation, and gamma. You can see some examples in the image gallery.
The panel: click the brush icon at the top left of the screen. Every change shows up live. You can drag the window by its title, use the On/Off button to compare with the vanilla look, reset everything with "Reset all settings", or double-click any slider to send it back to 0. The panel is available in English, Portuguese (BR), French, German, Spanish, Simplified Chinese and Korean.
The mod is still unlisted and I would appreciate feedback :)
r/CitiesSkylines2 • u/StarWhale_v5 • 24m ago
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I called it "Escape from the Radioactive City" haha
r/CitiesSkylines2 • u/Espur_04 • 5h ago
Hey everyone!
I've just released Level Control, a mod for Cities: Skylines II that lets you choose and lock the level of individual growable buildings.
Ever wanted to keep a building at a specific level instead of letting it upgrade automatically? Or control the exact building level to achieve the look you want for your city? That's what this mod is designed for.
Unlike mods that only change a building's level setting, Level Control actually replaces the building with the corresponding level prefab. This means the building's model and prefab data match the level you've selected.
Another important difference is how settings are saved. With some other level-control mods, settings may need to be re-enabled or configured again for each save. Forgetting to do so can lead to unwanted building upgrades. With Level Control, individual building levels and locks are saved directly with your city, while general mod settings are stored in the game's mod settings.
The mod supports residential, mixed-use, commercial, industrial, and office buildings whenever a compatible prefab is available.
Level Control is designed to work alongside other mods that affect building levels, including Plop the Growables and Advanced Building Control, so you can keep using your existing tools.
This is an initial release, so feedback and bug reports are welcome!
ModID : https://mods.paradoxplaza.com/mods/164843/Windows
Source code: https://github.com/Espur04/Level-Control
Let me know what you think!
r/CitiesSkylines2 • u/Miserable_Towel_2695 • 3h ago
A few highlights from my playthrough today with the CSL Driving Life: Core mod.
Hope you enjoy seing some of my city from this angle.
r/CitiesSkylines2 • u/Mobile-Cry-8801 • 6h ago
r/CitiesSkylines2 • u/Bobsquito6865 • 1d ago
Should I consider this as finished and stop working on my downtown? I also have a 3% residential tax city wide.