About the Game


Raise a city from the ground up and transform it into the thriving metropolis only you can imagine. You've never experienced building on this scale. With deep simulation and a living economy, Cities: Skylines II delivers world-building without limits.
Lay the foundations for your city to begin. Create the roads, infrastructure, and systems that make life possible day to day. It's up to you – all of it.
How your city grows is your call too, but plan strategically. Every decision has an impact. Can you energize local industries while also using trade to boost the economy? What will make residential districts flourish without killing the buzz downtown? How will you meet the needs and desires of citizens while balancing the city's budget?
Your city never rests. Like any living, breathing world, it changes over time. Some changes will be slow and gradual, while others will be sudden and unexpected. So while seasons turn and night follows day, be ready to act when life doesn't go to plan.
The most realistic and detailed city builder ever, Cities: Skylines II pushes your creativity and problem-solving to another level. With beautifully rendered high-resolution graphics, it also inspires you to build the city of your dreams.

AI and intricate economics mean your choices ripple through the fabric of the city. Remember that as you strategize, problem-solve, and react to change, challenges, and opportunities.


Cities: Skylines II lets you create without compromise. Now you can build sky-high and sprawl across the map like never before. Why not? Your city is you.


Your decisions shape each citizen's life path, a chain of events that defines who they are. From love and loss to wealth and wellbeing, follow their life's ups and downs.

Pick a map to set the climate of your city. These are the natural forces you'll negotiate to expand your city amid rising pollution, changeable weather, and seasonal challenges.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
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Hello Mayors!
We are currently working on a fix for the saving bug, so if you're experiencing an issue with your save action getting stuck, please try launching the save with this new branch!
We have opened up a Steam-only Beta branch where you can test out the hotfix.
If you have been experiencing the bug where you're unable to save, follow the instructions on how to change your game version in the image below and choose the 'saving_fix' beta option. This will start updating the game and will enable it.
If you're still having issues with saving your game after testing this branch, please go to our forum and fill out a form so that we can get more data points on how to fix this.
When you want to disable the branch, you simply swap back to Default Public Version in the same menu where you enabled it.
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Hello Mayors!
Patch 1.5.9f1 is now live, bringing improvements to the vehicle pathfinding and fixes to some of the bugs you have reported through PDX Forums! There is also a significant update to shadow rendering that aims to mitigate various visual artifacts occurring at both short and long distances, and we implemented updated localization after a lot of feedback from the community (especially for Simplified Chinese).
This patch should not affect mods, and loading of old savegames is supported.
If you have anything that you want to report to us after trying this new patch, please share it with us on our Bug Reporting board.
Gameplay:
Vehicles now make fewer unnecessary U-turns.
Vehicles now choose their turn lanes earlier when approaching highway exits or intersections.
Fixed bug where citizens and companies used the electricity fee instead of the water fee when calculating electricity costs.
Fixed game crashing upon interacting with a DLC transportation line in a vanilla game session.
Fixed case where Coal Power Plant was unable to send out vehicles to buy coal.
Delivery trucks now properly leave specialized industry buildings, such as farms, to export and sell their stock, preventing cargo from piling up.
Natural resources now deplete at the intended slower rate on easy mode.
UI:
Education overlay now shows the correct number of eligible students for Elementary School.
Fixed UI disappearing when certain zoned buildings were built in road corners.
Hotels no longer show the wrong customer count. The count will reset at midnight.
You can now filter assets from Region Packs and asset mods in the build menu.
The benchmark screen now shows your screen resolution instead of the game version.
Small improvements to the UI of the benchmark page.
Added zone cell grid and zone cell border color/transparency sliders.
Tool parameter values like road elevation now carry over when switching between related tools.
Small fixes to encyclopedia typos and incorrect information.
Fixed controller scrolling issues in the Glossary with higher text scale values.
Fixed the Glossary search bar turning bright green when selected with a controller.
Visual:
Fixed shadow rendering distance jumping toward the horizon. When looking toward the horizon and tilting the camera up and down, the shadow render distance would jump, causing shadows to disappear and reappear in the distance.
Fixed shadow cut off when zoomed close to the ground. When looking straight down and zoomed close to the ground, shadows were cut off near the edges of the screen.
Fixed uneven shadow cascade distribution. Shadow cascade levels were not distributed evenly, causing shadow quality to drop close to the camera, especially on low shadow quality settings.
Slightly improved tree shadows flickering while the simulation is running and the sun moves.
Misc:
Fixed Volumetrics Quality Settings not working in settings.
Fixed a Region Pack serialization issue related to fire hazard setting.
Fixed an error in the game when starting the game without Discord running.
Fixed localization issues across several languages.
Fixed an error that could occur when deactivating a playset, causing long deactivation times.
Cleaned up unnecessary CSS warning messages from the game log.
Mods:
Modding.log now lists the active playset and enabled mods.
Mod loading at launch improved. If mods are not loaded in two seconds, the game will continue to the main menu and download the rest in the background.
Editor:
Custom water and terrain no longer break autosaving.
City Stations Creator Pack:
Compact Bus Depot: Adjusted unlock criteria to ensure this building is available without needing an existing bus depot on the map.
Small Bus Terminal: Fixed the direction of the bus lanes so that bus doors now face toward the bus stop.
City Central Train Station: Corrected the placement of a lighting asset that was mistakenly positioned multiple meters beneath the terrain surface.
Compact Refurbished Tram Depot: Improved the tram track connection to the road the depot is placed on when the turning angle is very sharp.
Small Tram Plaza: Fixed the asset so it no longer incorrectly shows a "Road Required" notification when placed on Medium Roads or larger, and Pedestrian Streets.
Known Issues:
The Microsoft Store build is missing the taskbar icon.
Launching a new game with “all map tiles unlocked” and tutorials on will result in only the starting tiles being unlocked for some players.
Benchmark screen may incorrectly display the refresh rate as 60 Hz regardless of the actual monitor refresh rate in use.
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Hello Mayors!
This patch should not affect mods, and loading of old savegames is supported.
After our latest patch, we received a lot of reports about the long loading times that occurred when starting the game. Thank you again for your comments and patience while we were working on a solution! We have now prepared a hotfix that addresses this issue, which you can read more about below.
Paradox Mods:
Fixed long loading times when mods are loaded at startup.
Misc:
Info and Warning level logging no longer print callstacks to log files.
Fixed a crash when loading a save game.
Post-mortem
When you started the game after the recent patch, you might have noticed that the startup loading times were a lot longer than in previous versions, especially if you had large amounts of mods active. Due to changes in the PDX Mods SDK, the way mods were loaded by the game added an unintentional side effect.
To be more specific, the issue causing long loading times on startup was related to mods adding new entries to localization. When new entries were added, it caused reinitialisation of the whole PDX Mods platform within the game, which is a heavy operation. This caused CPU usage to spike on loading, and it was multiplied by the amount of mods that added new localization strings. Any mod that added new localization strings was affected, whether it was a code mod or an asset mod.
We should have caught this in our testing, but our test set contained only around 100 mods. To make sure this does not happen in the future, we will increase this test set significantly and improve our mod testing in general. In the long run, we are also preparing steps to reduce the issues where new patches cause issues with mods. We will discuss this in more detail in our future City Corners.
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Hello Mayors!
Patch 1.5.7f1 is now live, and we’re excited to get your feedback. As always, if you have anything that you would want to report after playing 1.5.7f1, then you can submit a bug report over on our forum!
Big changes are also coming to Paradox Mods! Previously, all actions in the in-game Paradox Mods required the mod downloads to be completed before moving on to the next step, like browsing and adding more mods. In this patch, this behaviour is changed so that actions and mod downloads are no longer dependent on each other. The tracking of mod downloads has also been made more precise and consistent, with the addition of parallel downloads and a queueing process. You can read more about the changes for Paradox Mods from the Dev Diary - Updates for Paradox Mods that we posted last week.
With this update to the SDK, script-mod creators will have to recompile their mods so that they can be compatible. So, if you use mods, please give your favorite mod creators time to update their mods so that you don’t experience glitches/unintended bugs.
New features:
Historic Building-option
When enabled, selected buildings will be prevented from leveling up or being abandoned.
In-game performance testing tool, accessible from the main menu options tab called “Benchmark”.
New launch parameter -benchmark to start benchmarking directly on startup.
Encyclopedia
New chapters have been added: Building Customization, Road Zones.
UI toolbar scaling and opacity setting.
Universal mod-button added to the main UI where mod creators can choose to place their mods into a unified menu.
Gameplay:
Stopped citizens from moving in and out with taxis to reduce the move-in traffic.
Reduced the overall dog population by adjusting household pet limits and spawn probabilities. No dogs were harmed in this process. Affects new households (including in existing saves).
The Education system has been balanced to better align elementary and high school demand, reducing extreme imbalance with elementary schools while high schools remained underused.
Reduced cases where citizens get stuck during robberies.
The “Urban Cycling Initiative” policy now increases bicycle usage from 20% to 50%.
Fixed mixed housing causing commercial and medium-density residential demand to permanently stay low.
Fixed signature offices being incorrectly treated as available for sale, causing office demand to drop even while occupied.
Fixed office demand using wrong data for citizens and removing a multiplier workaround, which was causing too many Software companies to spawn. City production statistics are now sampled over a longer time period, reducing fluctuations caused by time of day.
Fixed an issue where a handful of commercial buildings received no customers, killing demand. Commercial demand is now based on how well-stocked your shops are on average.
Fixed outside connections not working with non-highway roads.
Fixed an issue where students could only participate in leisure activities during study time.
Fixed an issue where buses and trams could get stuck in a permanent boarding state at busy stops, preventing departure and causing vehicle queues and despawning.
Fixed an issue where building upgrades could stall and not progress when resource delivery processing was skipped during certain update frames, causing the level indicator to become stuck.
Fixed port mail transfer pathfinding.
Fixed an issue where some offices could stop producing or trading in certain situations.
UI:
Added option to adjust toolbar size
Buttons and some other elements will scale with the toolbar.
Added option to adjust UI transparency
Affects toolbar and panel background transparency.
Added tooltips to the Encyclopedia.
Fixed an issue in Photo Mode where visual settings did not match the game rendering, causing unexpected changes in visual appearance.
Updated base game and B&P achievement icons.
Fixed game crashing when typing CJK characters in the Encyclopedia search field.
Fixed an issue where the Upgrades section in service building panels was not interactable when using a controller, preventing the selection of individual upgrades.
Fixed a UI crash in the Editor when the Move Selected key was unbound.
Fixed demand bars not being able to visually fill up.
Visual:
Improved wind transitions for vegetation LOD changes, making tree movement smoother when switching between detail levels.
Disabled moon light and shadow casting during the day and daylight and shadow casting during the night to improve performance.
Iceflake Arena
Added additional parking slots. The fix only applies to Iceflake Arenas built after the update, so you will have to rebuild it if you have already placed it.
Adjusted LOD transition distance on Low and Medium settings to prevent premature visual downgrade.
Misc:
Main menu FPS limited to 120 to reduce GPU stress.
Database corruption error messages are now more descriptive.
Added missing localized text to the encyclopedia.
Fixed small text errors in the encyclopedia.
Bridges & Ports:
Fixed an issue where commercial and industrial buildings did not use B&P DLC ports for importing goods, instead relying on outside connection routes even when goods were available at the port.
Updated base game and B&P achievement icons.
Paradox Mods:
Updated Paradox SDK to version 2.1.2 and Paradox Mods UI to version 2.0.4.
Added support for Playset Sharing.
Added parallel mod downloads with up to 3 mods at a time.
Improved the download percentage tracking to fix the download progress getting stuck towards the end.
Opening the Mods UI, subscribing, unsubscribing, and managing playsets can now be done without waiting for mod downloads to be done.
Improved the sync conflict popup with more information about the situation.
Improved the responsiveness when subscribing, unsubscribing, enabling, or disabling mods.
Updated the folder structure where mods are stored on disk.
Removed the "Beta" label from Paradox Mods.
Added a thumbnail field to the asset upload panel.
Removed the default thumbnail when uploading mods. A thumbnail is now required for publishing a mod.
Fixed the map upload preview image not displaying the correct thumbnail when publishing.
Known Issues:
The update download size for this patch is larger than it would otherwise need to be, due to internal build system changes. This is a one-time issue only.
The Microsoft Store build is missing the taskbar icon.
Rarely, robbers and the arresting police can still get permanently stuck during robberies; we will keep working on this.
Shadow cascade calculations cause incorrect shadow drawing. This is especially visible when looking at big objects from a low point of view (close to the ground).
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Cities: Skylines II joins the anniversary celebration today with brand-new content and a fresh free update.
Available now:
[dynamiclink href="https://store.steampowered.com/app/3579780"][dynamiclink href="https://store.steampowered.com/app/3579770"][dynamiclink href="https://store.steampowered.com/app/3579830"][dynamiclink href="https://store.steampowered.com/app/3579820"]
Office Evolution expands your high-density office zones with new signature buildings that blend heritage character and modern design, reshaping your business districts in bold new ways.
City Stations enhances your transport network with compact depots, detailed rail yards, alternate station designs, and new landmarks to elevate your infrastructure game.
Two new radio stations, Smooth Vibes FM and Skyrail Radio, are also ready to soundtrack your city’s growth.
In addition, a free patch from Iceflake Studios is now available to download, marking their second update for the game and bringing further improvements to your city-building experience.
First up is a new zoning toggle for roads. Inspired by popular community mods, this feature lets you remove zoning from either side of a road, or both, giving you more control when designing your streets.
The patch also adds the Iceflake Arena, a brand-new signature commercial building that gives your citizens a place to gather for concerts, ice hockey matches, and other events. Beyond the entertainment, the arena boosts attractiveness and well-being across the city within a two-kilometer radius.
A first version of the new in-game Encyclopedia is also included. It gathers useful information about game systems, tutorials, and features into one searchable place, making it easier to find answers while you build.
Patch Notes
Our second patch is here! As mentioned in our City Corner #3, this patch will not be the biggest one of the bunch, but has new features and bug fixes nonetheless, as well as our new signature building, Iceflake Arena!
New free signature building: Iceflake Arena.
New Content Creator Pack: City Stations.
New Content Creator Pack: Office Evolution.
New radio station: Smooth Vibes FM Radio.
New radio station: Skyrail Radio.
Gameplay:
New feature: Zone toggling, allows toggling zoning on or off on either side of the road.
Fixed an issue where loading an easy mode save through "continue game" changes the difficulty from easy to normal.
Fixed cases where citizens could get stuck while waiting for a new home.
Fixed cases where citizens could get stuck while trying to leave the city.
Fixed cases where citizens could get stuck while committing a crime.
Increase office demand as the first step of office demand rework.
UI:
New feature: Encyclopedia.
Advisor has been removed and is replaced by Encyclopedia
Progression feed pop-ups moved to appear above city demand.
Fixed artifacts in roundabout and cul-de-sac icons.
Fixed the icons of Bridges & Ports:
The icon of “Two-lane one-way port gate road” now has two lanes and two arrows.
The icon of “Two-lane port gate road” now has two lanes.
The icon of “Three-lane asymmetric port gate road” now has three lanes.
The icon of “Two-lane one-way port road” now has two lanes and two arrows.
The icon of “Four-lane one-way port gate road” now has four lanes and four arrows.
Custom color palettes “New palette” now fits its icon even with text scaling.
Tutorials welcome and ending messages now fit their pop-ups even with text scaling.
Tutorial task list now scales properly at 150% text scaling.
The option “Use Legacy Interface” is now localized.
Roads now properly unlock upon tutorial completion.
City demand can now be accessed with a controller.
Visual:
Updated window textures to improve the visual look especially on skyscraper style buildings.
Fixed shadow atlas resolution from being forced to 8k on all setting levels. Improves performance especially on Low settings.
Fixed an issue where the camera was still invisibly moving even when the user had released the button to move it. This caused the shadows to flicker for some time after the camera was moved.
Updates to glass rendering to improve the visual look.
Trees on plots now grow again.
Misc:
Economy's resource column headers now properly translated.
Spanish tutorial OK button no longer overlaps text in the sewage part.
Settings-file improved. Settings should no longer reset when rebooting the game.
Known issues:
Some round buildings are treated as having square footprints, making road connections difficult (Sunken Subway Park).
Citizens still sometimes try to leave the city via an unreachable outside connection.
Some cims and their dogs still get stuck at industrial locations.
Update your game and jump back into your city to try the new features. The team is continuing to work on improvements and will share more updates in the coming months.
All March 18 releases will be available individually, or together in the Office Evolution&City Stations Bundle for $21.99 / £18.49 / €21.99, saving 15% if you grab the bundle.
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This patch should not affect mods, and loading of old savegames is supported.
After our first patch last week, we received a lot of great feedback from you. Thank you for all the comments and for pointing out the issues, especially regarding the lighting. Now we have prepared a hotfix, addressing the lighting and some other points you raised.
Visual:
Reduced indirect multiplier value back to the original value.
Global Illumination setting can now be enabled correctly.
UI:
Camera zoom now works when the color customization color wheel is open.
Development tree title text visibility improved.
Misc:
Fixed issue where Autosave setting state sometimes reset unintentionally.
Post-mortem
We want to go through how and why this happened.
The way we develop the game is by creating a branch to our version control for each new feature or a fix that we plan to make. These branches are basically separate workspaces, so every change or feature can be worked on in their own dedicated space without getting mixed up with other work going on at the same time.
With the previous patch, we had a branch where we worked on adding the new fog system driven by the simulation. On that same branch, we made minor changes to the visuals of the different climates and their seasons, weather, and night lighting. At the same time, shadow improvements were worked on in another branch, and a development value related to indirect lighting was set to a high value to make sure we remember to go through and correct it later, once it’s been merged with the other visual changes. Eventually, this development value in indirect lighting got shipped with the previous patch unintentionally.
Unfortunately, we combined these changes in the wrong order. We had already made the biggest visual polish check on the game before the shadow changes, which meant that the incorrect value simply slipped through our fingers. Our focus was on testing patch stability, game balance, and performance at this point. We are now making changes to our processes to make sure we also catch these kinds of visual issues, even if they come up at the end of the development cycle.
Thanks for reading! We will continue working on Cities: Skylines II, and as always, keep the feedback coming!
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Hello Mayors!
Our first patch, First Frost, has landed with the full release notes! This patch has minimal impacts on mods, and loading of old savegames is supported. Simulation changes will be applied over time in old savegames.
More details about the visual changes in this patch can be found in our City Corner #1, and details about some of the other changes can be found in our City Corner #2.
Gameplay:
Reduced bicycle trips by 80%.
Fixed time of day not taken into account when determining death in updates, causing most citizens to die between 0 and 6 o'clock.
Calculate deaths 16 times per citizen per day instead of 4 to further reduce the number of citizens dying at the same time.
Changed it so that in Easy Mode, citizens can actually pass away. Previously, about 80% of them never died of old age.
UI:
New design for the main HUD with more focus on demand bars.
Some updates to UI icon visuals:
New icons for roundabouts.
New icons for cul-de-sacs.
Replaced some of the road services icons.
New 2D icon for Road Maintenance Depot.
Trees/Grass icons with more natural colours.
Replaced some of the info view icons.
New icons for pollution types.
New icons for building level, land value, household wealth & company profitability.
New icon for toolbar city demand.
New icons for citizen happiness emojis.
Updated onboarding tutorial.
Tree age preservation toggle that gives the player the ability to place and preserve specific tree asset visuals.
Terraforming:
More precise and less aggressive elevation tool default presets.
Mode-specific brush presets and adjustment values.
Fixed a typo in the Urban Cycling Initiative policy.
Visual:
Shadow rendering/flicker improvement for high-quality settings.
Added a coloring option that gives manual control via hex codes to manage asset color schemes.
Tree collider adjustments that enable visually tighter and more flexible tree placement.
Line tool spacing has been adjusted, allowing trees and other line-placed objects to be placed closer together.
Added snow support for decal-based lot surfaces.
Temporarily removed snow rendering from vehicles.
Fix terrain material discontinuity between the playable area and the surrounding terrain, allowing for a smoother blend across surfaces.
Disable global illumination post-processing effect by default.
Added the ability to limit the sun's maximum height per map.
Fog is now controlled by weather/cloudiness (stormy/extra cloudy weather has dense fog, etc.).
Changes to different season post-processing values (tropical/temperate/boreal).
Balanced the amount of clouds, so that clear skies are not shown too often.
Brightened nighttime lighting to improve usability.
Updated night sky texture.
Water settings improved in tropical maps.
Misc:
When starting the game for the first time, the default graphics quality settings have been optimized.
Enabled autosaves by default.
New camera limits added.
Added an option to enable the legacy camera.
Added an option to enable the legacy UI.
Known Issues:
Trees propped on newly placed or zoned buildings appear as saplings and do not age.
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Hello Mayors!
Thanks for all the reports related to the disappearing UI, and we're happy to say that we've now released a hotfix in 1.5.3f1 to fix this!
Patch Notes:
Fixed an issue that caused Code Mod UI elements not to load in-game.
If you have anything that you want to report, please post a thread on Paradox Forums at this link:
https://pdxint.at/CSIIBugReporting
. It's the best place for us to gather all the information that we need to fix it and improve the game.
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Hello Mayors!
We are excited to share the first iteration of the Asset Mods implementation for Cities: Skylines II!
This patch contains a beta update to the Editor that supports asset mods. This will require an update across the base game and all DLCs to support the new way of asset handling, meaning you will see an update to all previous content released for Cities: Skylines II. This update does not change anything about the content in the DLC, just making them compatible with the new Patch.
This patch basically means that your favorite modders can now start sharing mods, and you will soon see them popping up in the Paradox Mods! We have seen many of the creations that have been worked on already, but it might take a while before they are visible in the mods library.
Before you start downloading any new assets from Paradox Mods, make sure the base game and all DLCs are fully updated, and that the game has restarted. Downloading and trying to play with mods before you have updated might cause unexpected issues, so a minor update and a restart are something that we recommend!
If you are a modder, looking at making your own assets for Cities: Skylines II after the release of this version of the Editor, we have added a few new guides on our Wiki that should help you get started!
We’re very excited to see what you will make for the game. We will be sharing our favorites, and please send us yours, too!
Patch Notes for 1.5.2f1:
New Content
Added the ability to create and share assets with the Editor.
Creator Pack compatibility update to support the new features of the Asset Editor.
Gameplay fixes:
Fixed crash to desktop when trying to connect a bicycle path to a roundabout with left-hand traffic.
Fixed a performance issue reported in some saves caused by unnecessary pathfinding calculations.
Fixed Tram Junction Station, Tram Parallel Station, and Tram Loop Station not functioning properly. Please rebuild the stations in existing cities for the fix to take effect.
Paradox Mods Fixes & Improvements:
PDX SDK 1.39.3
PDX Mods 1.13.1
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Hello Mayors!
Bikes! And also traffic fixes! Speaking of traffic fixes, we have noticed the growing crowds that have been building up on your streets after the last update, and we have included some balancing to try to alleviate the amount of pedestrian traffic.
If you haven’t read the Developer Diary that we posted yesterday about all things bicycles, you can read it here!
We have also worked with Timeister to give you all a brief overview of what the Patch contains in video format!
[p align="center"]Patch Notes for 1.4.2f1:
New Free Content
Bicycles:
Teens, adults, and seniors use bikes and electric scooters
Bicycles, electric scooters, and bicycle helmets
Bicycle Parking \[Roads > Parking Spaces]
2 On-Road Bicycle Stands
On-Road Bicycle Shelter
Bicycle Parking Areas
2 Bicycle Shelters
3 Bicycle Storages
3 Bicycle Parking Halls
Bicycle Lanes \[Roads > Road Services]
Bicycle Lane Road Upgrade
Double Bicycle Lane Road Upgrade
Bicycle Restriction Road Upgrade
Bicycle Paths \[Landscaping > Bicycle Paths & Quays]:
One-Way Bicycle Path
Two-Way Bicycle Path
Divided Wide Pedestrian-Bicycle Path
Wide Quay With Divided Pedestrian-Bicycle Path - Concrete Block Pattern
Wide Quay With Divided Pedestrian-Bicycle Path - Shallow Rib Pattern
Cable-Stayed Bicycle Bridge
Covered Bicycle Bridge
Bicycle Arc Bridge
Bicycles Info View
New District Policies
Urban Cycling Initiative
Bicycle Traffic Restriction
New Bicycle-Related Chirps
New Assets:
New Service Buildings:
Windmill \
Small Wind Turbine \
Small Transformer Station \
Multi-Column Elevated Water Tower \[Water & Sewage]
Small Cemetery \
New Public Transportation Buildings
City Bus Station \[Transportation > Road]
Railway Depot \[Transportation > Train]
Terminus Station \[Transportation > Train]
Cargo Transfer Station \[Transportation > Train]
Tram Junction Station \[Transportation > Tram]
Tram Parallel Station \[Transportation > Tram]
Tram Loop Station \[Transportation > Tram]
Terminal Subway Yard \[Transportation > Subway]
New parks:
Bicycle Park \[Parks & Recreation]
Large Campfire Site \[Parks & Recreation]
Terrace Plaza \[Large Parks]
Winding Park \[Large Parks]
Business Plaza \[Large Parks]
New EU Mixed Old Town-Style Apartment Buildings zone
New NA Mixed Old Town-Style Apartment Buildings zone
New EU Residential Low Zone Asset Variations
New NA Residential Low Zone Asset Variations
Base game changes
Gameplay Fixes & Improvements:
Fixed crash to desktop when loading a save with missing bench assets.
Fixed crash to desktop when running a save with the Ferry Terminal.
Fixed crash to desktop when notification icons are deleted at the same time as recalculating clusters.
Fixed crash to desktop when running a save with a specific missing asset.
Fixed crash to desktop when taxi is disabled right after being dispatched for citizens.
Fixed crash to desktop on a specific save after bulldozing white boxes while autosave is enabled.
Leveling resource delivery updates and fixes:
The building leveling up resource delivery will now be handled by the industrial companies, resource storage warehouse, and outside connections.
The vehicle will deliver the resource to multiple targets by carrying as many resources as possible when dispatched from the resource owner, and will accept new resource requests during the delivery trip. This change should help reduce the traffic in big cities that have plenty of resource requests at the same time.
Leveling building icon added to Info View to inform which houses are waiting for resources
Delivery vans that are transporting materials for building upgrades will now prioritize resources from the city when there is a surplus of resources within the city.
Multiple fixes to tourism, City Attractiveness, and Lodging.
Fixed too many shopping citizens causing unintended traffic in the city.
Fixed levitating citizens, caused by them leaving too early, and resetting back to the source.
Fixed citizens being stuck and spinning around when trying to take a selfie at a street corner with very different sidewalk widths.
Fixed companies buying resources from outside connections even though there is a surplus of that resource within the city.
Fixed new citizens not moving into the residential signature buildings after the initial citizens no longer occupy them.
Fixed signature buildings not attracting residents despite demand.
Fixed signature buildings not providing well-being bonuses.
Fixed companies going bankrupt and moving out of Seafarer Shipyard signature building continuously due to running out of resources before a new shipment can be ordered.
Fixed rebuilt signature buildings remaining unoccupied by companies.
Fixed fluctuating Efficiency if the building runs out of resources.
Fixed Info View of Mail Service Availability always displaying an incorrect (low) value of mail processing.
Fixed out-of-service Post Office receiving mail from citizens.
Fixed prisons not effectively reducing the crime rate in their radius. Changed the prison's local crime accumulation effect from absolute to relative, as the accumulated crime amount is quite large, making the old absolute value insignificant.
Fixed Central Intelligence Bureau not reducing the crime rate city-wide.
Fixed Automated Parking Building not generating any income.
Fixed pathfinding connection issues with pedestrian street.
Fixed Water Pumping Stations constantly get "Water level too low" notification.
Fixed incorrect air pollution from Emergency Battery Station.
Fixed issue causing unnecessary spawn-disable loop for service vehicles when their buildings have reduced service budget but otherwise high efficiency.
UI/controller fixes:
Small fixes to tutorials.
Multiple small UI bug fixes.
Add wealth information to the Selected Info Panel of residents.
Art/graphics:
Added Castle Ruins, Old Cemetery Ruins, Old Mill Ruins, Stone Monument 01, Stone Monument 02, and Stone Head Formation Ruins to the Nature Props tab.
Improved Bus Lane color
Multiple small water bug fixes.
Fixed birds circling endlessly.
Fixed Cargo Harbor Warehouse
Fixed stencil on shadows (to resolve the sunken buildings' shadow issue)
Misc:
Fixed tile distribution not behaving as expected with custom maps.
Modding Fixes & Improvements:
Multiple improvements to the modding toolchain
Paradox Mods Fixes & Improvements:
PDX SDK updated to 1.39.2
Current Release
23468665
Uploaded Jun 07, 2026
System Requirements
How to Install
Cities2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
86.0 GB
23468665
88F7F5A9
88357a2718932fcd58ad01365935c761e6d43679c6f7acace79cc38ee295a15d
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