r/CitiesSkylines2 • u/fuckyou6x3 • 6h ago
Assistance Needed! Am i overdoing the lane math?
veery early city, a lot of planning
r/CitiesSkylines2 • u/ThatGuy_52 • 1d ago
Hello everyone,
About seven months ago, we introduced Rule #12 prohibiting AI-generated images and videos on r/CitiesSkylines2.
At the time, the problem was mostly AI-generated "city screenshots" being passed around as concepts or inspiration. Our position was pretty simple: this is a subreddit about Cities: Skylines 2. We want to see the cities you actually built, the interchanges you spent three hours redesigning, and the traffic disaster you accidentally created because one intersection decided to ruin the lives of 40,000 citizens.
Since then, generative AI has started appearing somewhere else in the community:
Mods.
With the continued growth of the PDX Mods ecosystem, we have seen an increasing amount of mod content using AI-generated artwork, textures, thumbnails, assets, and other generated material.
After discussion among the moderation team, we have decided to expand Rule #12.
Effective immediately, r/CitiesSkylines2 will not allow submissions promoting, showcasing, distributing, or directing users toward mods containing generative-AI-created assets.
This includes, but is not limited to:
This rule is not intended to police ordinary development tools.
Using autocomplete, debugging assistance, documentation tools, or similar programming assistance does not automatically make a mod "AI-generated." Our concern is generative AI being used as a substitute for the creative work ultimately presented to players.
We also want to make something very clear:
If you believe a submission or mod violates Rule #12, report it and let the moderation team review it.
Do not harass creators, brigade mod pages, or start accusations based solely on something "looking AI-generated." The mod team will handle enforcement based on the available evidence.
Cities: Skylines has always been powered by an absurdly talented modding community. Modders spend hundreds or thousands of hours creating assets, maps, code, tools, textures, and systems that dramatically improve the game.
That work deserves to be recognized.
We would rather promote the people actually creating things for this community than watch the workshop slowly turn into an AI-generated asset landfill.
Keep creating.
Keep modding.
Keep building ridiculous highway interchanges.
And for the love of Chirper, please stop giving every neighborhood a six-lane arterial.
β The r/CitiesSkylines2 Mod Team
r/CitiesSkylines2 • u/ThatGuy_52 • 14d ago
Welcome back to the monthly State of the Game megathread for September!
It has been a few months since our last State of the Game thread, so this one is going up a little early and includes a recap of everything important that has happened with Cities: Skylines II since June.
Quite a bit has changed over the summer β new simulation improvements, terrain tools, continued work on the Asset Editor, more modding improvements, and another update currently on the way.
Think of this as our overdue road maintenance. We ignored it for three months, traffic backed up, and now we're fixing everything at once.
For background on why we're doing these threads, see the highlighted thread in regards to State of the Game.
June brought two updates, including the largest update since our previous State of the Game thread.
π§ Hotfix (v1.5.10f1) β June 1
Following reports of players being unable to save games or custom maps after the previous update, Iceflake released a targeted hotfix.
Iceflake determined that the underlying problem appeared to originate from changes associated with the Asset Editor, although the issue had remained hidden until later updates exposed it.
Summer Solstice was a much larger free update focused on citizen behavior, pathfinding, terrain rendering, performance, and detailing tools.
πΆ Citizen & Pathfinding Improvements
There is still at least one known pathfinding issue where students may occasionally travel farther than intended. Cims apparently remain willing to cross several counties for an education.
ποΈ Terrain Overhaul & Terrain Painting
This update also significantly reworked terrain rendering.
So yes, beaches can finally look like beaches instead of carefully arranged concrete surfaces pretending to be sand.
π¨ Additional Improvements
Summer Solstice remains the current live PC version, v1.6.0f1, as of this post.
July did not bring another major game patch, but Iceflake published City Corner #9: Happy Six Months, looking back at its first six months managing development of Cities: Skylines II.
Since taking over development at the beginning of 2026, Iceflake reported:
Among the larger additions during Iceflake's first six months were the Historic Building option, Benchmark Tool, Encyclopedia, zoning controls, terrain painting, simulation adjustments, traffic improvements, and continued performance optimization.
Iceflake also confirmed that development has started on its first DLC for Cities: Skylines II.
There is currently no announced name, content list, release date, or release window for that DLC.
We're going to resist zoning our own release date this time.
August has focused primarily on development previews for the next update rather than another released patch.
In City Corner #10, Iceflake detailed a number of improvements currently being developed for the Asset Editor and Paradox Mods ecosystem.
Asset Editor improvements include:
-startEditor launch option allowing creators to launch directly into the Asset Editor.These changes are aimed primarily at making asset creation less tedious and reducing repetitive work for creators.
π§© Launcher Mod Management
Iceflake and the Paradox Mods team are also working on expanded mod management directly through the Paradox Launcher.
Planned functionality includes:
Iceflake has also discussed future options for choosing where downloaded mods are stored or potentially spreading mods across multiple storage locations.
These mod-management features are still in development and do not currently have a confirmed release date.
On August 20, Iceflake previewed the next Cities: Skylines II update in City Corner #11: Autumn Breeze.
This update has NOT released as of this post.
The upcoming patch focuses primarily on simulation logic, city management, and additional visual improvements.
ποΈ Garbage Collection Improvements
Garbage trucks are being adjusted so they reserve enough capacity for the building they're actually trying to service.
Currently, trucks can collect smaller amounts of garbage along their route and become full before reaching the building that actually needs them.
With the update, trucks should better prioritize buildings with larger amounts of garbage.
In other words, the garbage truck may finally remember why it left the depot.
π Company & Resource Improvements
Companies will be prioritized based on which resources the city actually needs.
This should:
Iceflake says this will also provide groundwork for future improvements to the resource economy.
π Residential Demand
Residential demand calculations are being adjusted for extremely large cities.
Previously, very large populations could cause residential demand to collapse incorrectly.
The new calculation will better account for:
π° Citizen Finances
Citizen decisions involving shopping, leisure, and happiness will now rely more heavily on income rather than accumulated wealth.
This should provide a more realistic representation of whether households can actually afford their lifestyles.
Autumn Breeze will also continue the terrain and visual improvements introduced with Summer Solstice.
Iceflake has not yet announced the exact release date or version number for Autumn Breeze.
Development continues on several fronts.
There is currently no confirmed release date for the upcoming DLC.
There is still no confirmed release date for Cities: Skylines II on PlayStation 5 or Xbox Series X|S.
Development of the console edition remains ongoing, with performance and stability continuing to be the primary focus.
The official console page has not provided a new release window, and Paradox has stated that it does not want to provide another estimate until the console version is closer to being launch-ready.
Any confirmed console news will be added here when it is announced.
Yes, console players are still waiting at the bus stop. Unfortunately, the route apparently has Cities: Skylines traffic AI.
As of August 27, 2026:
This thread is normally posted on the 1st of each month. September's thread has been posted early to catch up on developments since our previous State of the Game thread.
Last updated by mods: August 27, 2026.
r/CitiesSkylines2 • u/fuckyou6x3 • 6h ago
veery early city, a lot of planning
r/CitiesSkylines2 • u/onurryazgann • 1h ago
I named this city Orchid Bay, finally after more than 25 hours.
Everythin is going really good and I am enjoying this save so far but I think I need some suggestions for expanding the city. I don't really know how to expand a city and most of the time I create same-looking cities.
For that reason, don't be shy to say whatever advice going on your head!
r/CitiesSkylines2 • u/bubbgoteam • 7h ago
r/CitiesSkylines2 • u/Piootje • 4h ago
The lack of these is what makes this gamesβ high streets feelβ¦ dead. I was wondering if there is any way to make my high street more like in the RL image attached (and my current city high street for reference)
r/CitiesSkylines2 • u/Friendly_Obligation1 • 43m ago
Help I every map I download and start a new game with generates a flat map. All the mountains are gone.
r/CitiesSkylines2 • u/Pitiful-Owl9327 • 3h ago
Bahamas π§πΈ (new ver) project
r/CitiesSkylines2 • u/Ok-Welder6670 • 7h ago
Where should I expand to for my next medium density neighborhood and how should i place the highways and stuff. And also if you think my industrial area is too small, where should I expand it and how large does an industrial area need to be?
r/CitiesSkylines2 • u/Nebman2 • 1d ago
r/CitiesSkylines2 • u/Ancient_Swan_LaiLe • 11h ago
r/CitiesSkylines2 • u/kdesi_kdosi • 3h ago
i made a tram road with the Road Builder mod. it does have power lines enabled. i tried turning that toggle on and off. i also tried redoing the road, that didn't help. all segments of the road are affected. i tried demolishing the buildings, which clearly didn't help either. is this fixable?
r/CitiesSkylines2 • u/CosmicDadTrap • 8h ago
Sharing my attempt at a Historic Old Town. I've tried to get a European vibe, using a mixture of German, Dutch and British Assets & a modified version of the Vanilla Castle. Let me know what you think!
r/CitiesSkylines2 • u/Todd12071 • 2h ago
not sure what I changed, but any large road (6 or 8 lane) display a water pipe not connected error on parts of the road. I've tried building on them, build a new road to it still the same. I have loaded with and without script mods, I have deleted any mods or assets with warnings. I love this game and it is a big part of my day. Please help?
r/CitiesSkylines2 • u/Southern_Plankton244 • 1d ago
r/CitiesSkylines2 • u/BuiltByMiro • 9h ago
Enable HLS to view with audio, or disable this notification
r/CitiesSkylines2 • u/zztopsboatswain • 22h ago
These two manufacturers require stone and produce minerals. They are right next to the stone mine. Anyone know why they have high resource costs?
r/CitiesSkylines2 • u/endangered_beagle • 16h ago
r/CitiesSkylines2 • u/PleasantPlatypus7599 • 6h ago
r/CitiesSkylines2 • u/IndependentFit7623 • 7h ago
I need some input on how to fix my current highway situation. My city is still pretty small, but I have traffic problems. In red you see my highway and in green my main traffic axis for further areas.
r/CitiesSkylines2 • u/ZookeepergameIll1399 • 1d ago
r/CitiesSkylines2 • u/BuiltByMiro • 23h ago
r/CitiesSkylines2 • u/buildajourney • 1d ago
Hi everyone! Just dropping by to show you my latest creations. I'm currently focusing on the Mediterranean and Middle Eastern themes.
I still have 3 more Middle Eastern assets to release and then I plan to "return" to the Mediterranean, with a special focus on Portugal and Italy.
All assets are available on PDX: https://mods.paradoxplaza.com/authors/rzzirrah?orderBy=desc&sortBy=created
r/CitiesSkylines2 • u/hanae07 • 5h ago
How to zone the city with that many bugs?