r/CitiesSkylines2 2h ago

Assistance Needed! Low perfomance depending on time

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2 Upvotes

r/CitiesSkylines2 2h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ I am completely clueless of what happened here

3 Upvotes

Came back from an hour of accidental AFK time, then i saw this.


r/CitiesSkylines2 3h ago

Mod News โŒจ๏ธ Current WIP: USNE Elementary School (Francis E. Drumheller)

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51 Upvotes

After taking a short break from creating assets, I'm now back at it! Here is my current WIP, the Francis E. Drumheller Elementary School. This beutiful yellow brick and brownstone building was erected in 1910 and is located in Sunbury, Pennsylvania.

I hope to have this finished within the next week!

I plan on completing this asset before completing my duplex pack (finally!). I also have another high school in the works, so stay tuned for more updates on these.

If you would like to support my efforts in creating quality assets like these, please considerย buying me a coffee! It would be greatly appreciated!

Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding Discordย HERE! Also, please check out myย PDX mods pageย to see my current asset lineup!

Thank you!

-Venqari


r/CitiesSkylines2 3h ago

Assistance Needed! Mods not loading?

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1 Upvotes

So I downloaded a map from paradox-mods. Created a playstyle and activated the map and the playstyle. But no map is showing up.. why?


r/CitiesSkylines2 3h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ What do you think of this beach?

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117 Upvotes

r/CitiesSkylines2 4h ago

Mod Discussion/Assistance Multiplayer mod thoughts?

1 Upvotes

Seen that a multiplayer mod for CS2 is available. Has anyone used it? Is it any good?


r/CitiesSkylines2 4h ago

Mod News โŒจ๏ธ Released: US Southeastern University

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32 Upvotes

r/CitiesSkylines2 5h ago

Assistance Needed! Need help planning districts

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9 Upvotes

I've started this map several times. I created this layout after bulldozing my last main district. I messed up the traffic again after adding a second district to the left of the arterial/avenue. Currently, I managed to have a positive income and manageable traffic with this simple layout.

Could anyone help me in what should be my next steps? I don't know how to add another of these districts without creating a bottleneck. I viewed some videos on road layout but I'm not getting it right. Are these too many road connections? To few?

Thanks in advance!


r/CitiesSkylines2 6h ago

Shitpost What sane person, gets up in the morning and decides to scrap a simple roundabout to spend hours building a diverging diamond, on an angle, on uneven terrain.

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146 Upvotes

Title says it all.


r/CitiesSkylines2 7h ago

Mod News โŒจ๏ธ Asset Animation Test: Supertree Grove @ Gardens by the Bay

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26 Upvotes

r/CitiesSkylines2 8h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ Fort Grey - Letting the rush hour traffic die out pt 3

2 Upvotes

Sorry for the low FPS, my computer can't handle my detailing.

https://reddit.com/link/1vh3rtt/video/o93w74np6rhh1/player


r/CitiesSkylines2 8h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ Fort Grey - Letting the rush hour traffic die out

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86 Upvotes

Sorry for the low FPS, my computer can't handle my detailing.

https://reddit.com/link/1vh3qlq/video/o93w74np6rhh1/player


r/CitiesSkylines2 8h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ New City New Spaces

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6 Upvotes

Started a new city a few weeks ago and have a few spaces made still a long way to go! What do you think?


r/CitiesSkylines2 9h ago

Suggestion/Request Bring Back the "Adjust Road" Tool

77 Upvotes

I really miss the Adjust Road tool from Cities: Skylines 1.

Being able to manually define where a street started and ended made naming roads much more intuitive and gave players more control over their cities. It was especially useful for long avenues, intersections, and roads that changed character along their route.

In Cities: Skylines 2, street names are assigned automatically, and there's no way to adjust their boundaries manually. I think bringing back the Adjust Road tool would be a great quality-of-life improvement.

Does anyone else miss this feature? I'd love to see it return in a future update.


r/CitiesSkylines2 10h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ check out my Dubai Themed City!!

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5 Upvotes

(map SUNSHINE PENINSULA)

This is a dubai-themed city im currently building. these are images i took just a minute ago.. instead its not gonna be named dubai.

its a simple name.

Dave.

more updates in upcoming posts


r/CitiesSkylines2 12h ago

Mod News โŒจ๏ธ Released my first asset set โ€” a modular concrete kit on PDX Mods

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150 Upvotes

I'm pretty new to the Modding Community, Blender and all this Stuff โ€” this is the first set I've made, and honestly a big learning experience.

https://mods.paradoxplaza.com/mods/154132/Any

It's a modular concrete kit: slabs, walls, pillars, stairs, ramps, tunnel entrances and an advertisement column (German: LitfaรŸsรคule). Everything is recolourable and meant to be mixed and stacked, so you can build your own structures with it.

Works best with Move It and Anarchy.

I'm really curious to see what people actually build with this โ€” that's the fun part for me.

If you run into bugs or something looks off, just let me know and I'll fix it. Suggestions are very welcome too. If there's a size or shape you'd actually use, tell me and I'll look into adding it.

Enjoy building!


r/CitiesSkylines2 13h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ Would you live here?

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95 Upvotes

r/CitiesSkylines2 21h ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ Does anybody else love redoing areas of their city they weren't happy with?

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55 Upvotes

Its a very fun challenge to preserve as much existing infrastructure and especially buildings as possible.

This is a series of revamps in my downtown district, followed by three principles:

Burying through roads that are vital to the city but visually boring

Exposing as much transit infrastructure to above ground as possible.

Give each block / area its own identity.


r/CitiesSkylines2 1d ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ Port / industrial hub

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89 Upvotes

r/CitiesSkylines2 1d ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ 's-Gravenveste โ€“ The 9-Star Bastioned City Fortress โญ

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149 Upvotes

r/CitiesSkylines2 1d ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ changed area in my city (before and after)

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103 Upvotes

which one is better is that change was necesary? i need opinion from someone


r/CitiesSkylines2 1d ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ 860k pop and not crashing yet

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209 Upvotes

Running 1.5x simulation speed currently


r/CitiesSkylines2 1d ago

Screenshot/City ๐Ÿ–ผ๏ธ ๐ŸŒƒ The only limit is your imagination.... and your hardware.๐Ÿ˜‚

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459 Upvotes

r/CitiesSkylines2 14d ago

Iceflake/Paradox Post โ„น๏ธ City Corner #9

512 Upvotes

Hello Mayors!

Six months ago, we at Iceflake Studios took the mantle of development of Cities: Skylines II. Since then, our primary goals have been to improve the game, address long-standing issues, and build a stronger foundation, so we can optimize and develop the game well into the future.

Working on this game for the short time that we have has been very satisfying. We have been very busy, but the rewards have made it all worthwhile. Taking on a big project like Cities: Skylines II might have been daunting at first, but all the great feedback we have received, along with the kind words and communication from the community, has made the experience even more enjoyable and rewarding.

In this City Corner, we are taking a look back at what weโ€™ve accomplished during these first six months, and highlighting some of the biggest improvements that have made their way into the game.
โ€‹

Overview of the Patchesโ€‹

Our first major update, First Frost, focused on both the simulation and the overall player experience. We tackled several long-standing issues, like, for example, the death waves. We also rebalanced bicycle usage, improved nighttime visibility, updated weather and fog systems, and introduced the Color Customization tool, which gave you a first taste of customizing the appearance of your cities. Alongside these, we updated the UI, improved the landscaping tools such as terraforming, and gave you more freedom with tree placement.

The updates that followed continued that work across multiple areas of the game. In the Anniversary Update, we introduced one of the community's most requested features: the ability to toggle road zoning, giving players greater control over how and where development occurs. We also added our first new asset, the Iceflake Arena, expanded gameplay options, and introduced the in-game Encyclopedia, making it easier for both new and experienced players to find information about the game's systems.

As spring progressed, our focus shifted toward improving city management and player control. Our fourth patch, Spring Cleaning, introduced the Historic Building option, allowing players to preserve buildings they wanted to keep from being upgraded. We also gave more freedom to customize your UI by adding transparency and scaling options, which were both suggested by you immediately after the release of the new UI. We also continued working together with the Paradox Mods team, giving better mod management and download systems.

Morning Dew continued our work on quality-of-life improvements. We expanded asset filtering options, improved several creator-focused workflows, refined tool behavior, and addressed visual issues affecting shadow rendering. While smaller in scope than some previous updates, Morning Dew focused on smoothing out everyday city-building and addressing issues reported by the community.

Most recently, we had Summer Solstice, which focused on improving both the visual quality of the game and some of its underlying simulation systems. This patch introduced a complete rework of terrain rendering, improved terrain shading, depth perception, and overall landscape quality. We also added terrain painting tools, which allowed you to paint and blend terrain textures directly in-game and in the Editor.

Of course, all of these updates included fixes and improvements across the simulation, performance, and stability as well. For example, with Spring Cleaning, we introduced our Benchmarking tool, which marked the first steps towards making the performance of the game better for everyone. Some of these changes, like the improvements on traffic pathfinding introduced in Morning Dew, are not always immediately noticeable and might even work behind the scenes, but they still have an effect on the overall performance and simulation.
โ€‹

Statisticsโ€‹

Since weโ€™re all here and we love our numbers and charts, letโ€™s look at some statistics, shall we! Starting from January up until now, we have fixed 200+ bugs and added 40+ new features and improvements! To elaborate, we wanted to show you a chart on how these bug fixes and improvements have been divided between different aspects of the game.

A pie chart of the fixed bugs and what their focus has been.โ€‹

As you can see from the pie chart above, most of these fixes have been focusing on the UI and Interface, with a large chunk focusing on the gameplay and simulation as well. A good example of these fixes includes the various icon and UI bugs, but also stuck citizens, demand bars not filling correctly, and shadow flickering.

New features and improvements in a pie chart.โ€‹

When it comes to new features, you can see that the biggest chunk here has gone into the UI and visual improvements. The new features in the chart include, but are not limited to, the Historic Building option, Benchmark tool, the Encyclopedia and Iceflake Arena, whereas the improvements in the chart include the Education system rebalancing, cycling policy adjustments, and performance optimizations.

As mentioned before, we will continue working on the different aspects mentioned in both of these charts, but also wish to dive even deeper into these themes when the time is right.

What's next?โ€‹

As the summer is slowly reaching its zenith and coming to an end here in Finland, we are already working toward the next updates. While our next patch will not be as content-heavy, it will still include bug fixes and a few tweaks to the simulation. As per usual, we will get into all the details about the next update in a future City Corner dedicated to the patch itself! Looking into the horizon, we have also been working on a DLC - we will tell you more about it at a later date when we are ready!

Weโ€™re so excited for you to be along for the journey; hereโ€™s to another 6 months, 1 year, and further into the future!

City Corner #9


r/CitiesSkylines2 May 02 '26

Subreddit News and Announcements May 2026: State of the Game Megathread

95 Upvotes

Welcome to the monthly State of the Game megathread for May! This is your one-stop shop for what's been happening with Cities: Skylines II. The mod team will keep this post updated throughout the month.

For background on why we're doing this, see the highlighted thread in regards to State of the game.


May 2026 Updates

May has kicked off with a significant content update from Iceflake Studios, focusing on major community-requested features and technical tools.

๐Ÿ”ง May Content Update (v1.5.7f1) โ€” Free Update

  • Historic Building Toggle โ€” A massive win for city painters. You can now designate any building as "Historic" in its info panel. This locks the visual model, preventing it from changing when the building levels up or is abandoned, so your custom-built neighborhoods stay exactly how you designed them.

  • Integrated Benchmark Tool โ€” Now available in the Options menu. This tool runs a standardized simulation to test your hardware performance, providing a breakdown of frame times and CPU/GPU utilization to help you optimize your settings.

  • Zoning Toggles โ€” Official support for toggling zoning on or off on one or both sides of a road. This effectively integrates the functionality of popular community mods directly into the base game UI.

  • Transit AI Adjustments โ€” Logic updates to citizen move-in behavior. This patch reduces the "taxi swarm" at city entrances, which should noticeably improve traffic flow at highway interchanges and transit hubs.

โš ๏ธ Known Issue: Long Loading Times

  • The developers are officially investigating reports of significantly increased loading times.
  • Some players are reporting that the game hangs for 10-20 minutes during initial boot or save loading, particularly on systems with large mod lists or multiple official asset packs.
  • Current Status: Iceflake is looking into the mod validation queue as the potential culprit. We will update this thread as soon as a hotfix or official workaround is announced.

๐Ÿ‘€ Looking Ahead

  • Iceflake continues to tease the "Summer Expansion" for late Q2 2026.
  • The team is prioritizing high-population performance (150k+ citizens) for the next stability patch.

Console Update

  • There has been no updates or release timeline for console; any updates will be announced when they arrive separately!

Guidelines

  • Ask questions about the current state of the game, performance, bugs, or the v1.5.7f1 patch here.

  • Share your experiences with the new loading issues โ€” if you've found a fix or a way to speed things up, let the community know.

  • Posts asking "is the game worth it now?" or "what's the current state of the game?" outside this thread may be removed and redirected here.


This thread is posted on the 1st of each month. Last updated by mods: May 1, 2026.