About the Game
Build an entire Nation, one city at a time
- - More than 300 unique buildings (including real-scale skyscrapers), 8 road types, railways and subways.
- - Power and water management. Schools, hospitals, prisons, fire and police stations.
- - Large city maps (512x512 tiles), with up to 64 buildable cities per Nation.
- - Flag creator and mod-ready maps.
- - Unemployment, income distribution and social ladder.
- - Money printing, inflation rate, corruption and trade balance.
- - Immigration policies, to precisely control the speed of the population’s growth.
One of the most advanced economic simulation in a city builder
Extensive and powerful political options
- - 51 policies offering a total of 204 distinct options to choose from representing all sides of the political spectrum.
- - Policy creator, to edit and enact custom laws.
- - Religion, birth rates and political affiliations.
Easy to play. Hard to master.
- - Riots, fires, plane crashes, organized crime.
- - Slums and urban decay.
- - Bankruptcy.
This game contains economic slang, a bunch of statistics and depicts political ideologies in an arbitrary and subjective way. Citystate II is intended for mature audiences.
“A simulation is a set of assumptions, so there is bias in any simulation.” Will Wright.
Screenshots
33 images
Version Information
Steam Patch Notes
Official update history
Quick patch, primarily to fix the population freezing at 1.
View on Steam
- When hitting 150k population most systems would stop to work. It was impossible to unlock the new school building. [reported by YRMP]
- Fixed zoning cubes turning red even when construction is possible in the area.
- Disabled UI button selection with WASD.
- Improved visibility of the pollution heatmap.
- Doubled the maximum limit of pollution possible on a given tile.
- Pollution propagation distance decreased by 20%.
Bug fixes
- Very large cities were running at low FPS. Fixed an issue with the pathfinding methods of service and emergency vehicles and decreased their spawning rate.
- Floating building: When a public housing was abandoned (happens if the low class demand is negative) the building position was not being saved correctly and could be seen floating in the center of the map. This does not fix the buildings that were already floating before the update, for that you need to manually bulldoze the area they were occupying.
- Day time mode is now saved.
- Some tutorial steps had no text [reported by yipei]
- Improved cities name readability in the Nation view [requested by Elia1799]
- Stadium and Pool could not be unlocked if most of the middle class was living in arcologies [reported by yipei]
- Increased max zoom out distance, decreased fog density. [requested by Romulo]
- Various changes to the textures of windows. Improved reflections.
- Solar farms were lighting up like windows at night.
What's next
Another update is on my roadmap and should come out within 3 to 4 weeks. Larger schools, larger hospitals and retail level 6 are on the menu.
A quick summer patch fixing up what you guys have reported in the last weeks.
Update 1.4.2 should come out by the end of September / early October.
View on Steam
- Fixed several issues affecting highway access roads. Highway were being destroyed when surrounding roads were changed. It was not possible to build a highway access if the road was built before the highway.
- Blur effect was not turned off after closing the load/save nation menu. [reported by Zaid, Dictator and Rommell]
- Improved the computation of the inequality index, especially in cases where the upper class is bigger than the middle class. [requested by Romulo]
- The game was in some cases freezing in huge cities that have too few intersections. AI pathfinding has troubles finding a path to its destination when the road network has too many bottlenecks. The lot will now get abandoned (after 5 attempts) instead of freezing the game. [reported by Romulo]
- Residential buildings now try to reach up to 5 different workplaces before triggering a "Can't reach workplace" warning.
- Retail buildings were upgrading to stage 5 even if the density limit was set to 4 [reported by Dictator and KenanYK]
- Lowered demand requirement for office stage 6 from 3000 to 2600. [requested by Omnius]
- Lowered value requirement for mix $$$/Office stage from 5100 to 4600. [requested by Drai and Omnius]
- Clamped maximum city balance to 2 billion to prevent integer overflow (value was reverting to negative 2 billion) [reported by iaido_warrior and Dictator]
- Population in arcologies no longer uses the city schools and hospitals. Arcologies now consume electricity. [requested by Dictator]
- Jobs in arcologies were not being added to the total number of jobs available. [reported by Dictator]
- Decreased tax income from arcology by 50% (to be in par with middle class tax income)
- Nature and ocean ambient sounds were still being played even if the volume was set to zero. [reported by Growler]
- Decreased distance at which park sound fx can be heard.
- Several mixed use buildings had faulty colliders which prevented warning signs to be displayed and vehicle collision.
- The traffic congestion value in stats was displayed in green when exceeding 100%.
Update 1.4.2 should come out by the end of September / early October.
A quick patch fixing a list of bugs (for once there were not so many of them and nothing major) and a short note to talk about the future of the game.
I've received 2 reports pointing at issues with rail tracks but I was not able to reproduce the bugs on my end. This might be related to compatibility problems with older versions. I advise to zoom in when building rail tracks, so you can make sure the tracks have no holes and that intersections are built correctly.
I often don't take the time to thank or respond to each of you personally for your feedback and bug reports, you guys have been very responsive, your help has been decisive in fixing and developing Citystate. Thank you!
As some of you know my family and I will be relocating back from Asia to Europe in just a few weeks and so the rate of updates is expected to slow down during summer. I should still be able to put out a small update just before leaving. Besides, 2 other bigger updates are still on my roadmap but with no definitive release date.
This fall it'll be a year since the game initially released and at that point I'll have to decide whether I should work on additional content for Citystate II or if I'd better start working on a new project entirely.
View on Steam
Fixes and Changes
- Mixed use zones had a reduced security rating [reported by Aarki]
- Slums had a hard time finding a spot to spawn.
- Cleaned up debug texts in old census tool [reported by Omnius]
- The new census tool was not displaying the correct icons for mixed use buildings.
- A stage 2 mixed use building was offset. [reported by surreal cactus]
- Reduced airport immigration capacity (-25%). Reduced base immigration flow (-15%).
- The airport capacity was inaccurately retrieved to compute the bonus on immigration.
- Fixed a rare missing road tile
- Fixed a clipping issue affecting bridges and the new cliffs.
- Corrected and added various prop and car positions on lots. (does not apply to anything built before this patch)
- Reduced car engine volume. Removed gear change FX. [suggested by Elhoim]
- The mayor's car was turning left slightly in a straight line. Improved car handling and follow camera angle. [reported by BiOxYdE]
- The custom density button for mixed use zone was bugged. [reported by BiOxYdE]
- Pollution from congested road now start to be emitted at 80% usage (before 100%). Maximum pollution now clamped at 320% usage (before 200%).
- Updated news priority hierarchy. The conservatives will not congratulate you that much anymore.
- Slight update of post process effects.
- Traffic congestion number in stats was never green even when very low.
- The StateCopter was spawning on a road just after taking the mayor's car for a drive.
I've received 2 reports pointing at issues with rail tracks but I was not able to reproduce the bugs on my end. This might be related to compatibility problems with older versions. I advise to zoom in when building rail tracks, so you can make sure the tracks have no holes and that intersections are built correctly.
I often don't take the time to thank or respond to each of you personally for your feedback and bug reports, you guys have been very responsive, your help has been decisive in fixing and developing Citystate. Thank you!
As some of you know my family and I will be relocating back from Asia to Europe in just a few weeks and so the rate of updates is expected to slow down during summer. I should still be able to put out a small update just before leaving. Besides, 2 other bigger updates are still on my roadmap but with no definitive release date.
This fall it'll be a year since the game initially released and at that point I'll have to decide whether I should work on additional content for Citystate II or if I'd better start working on a new project entirely.
Fixed the infinite city loading screen:
If you were switching from a standard size map to a large map Nation the cities were created using the wrong terrain data.
Or, if at the moment of opening the city the highlighted city in the Nation view changed
In most cases the cities could not be loaded back. If you try to open these cities with the new patch the city will not load.
View on Steam
If you were switching from a standard size map to a large map Nation the cities were created using the wrong terrain data.
Or, if at the moment of opening the city the highlighted city in the Nation view changed
In most cases the cities could not be loaded back. If you try to open these cities with the new patch the city will not load.
CHANGES
- Zoning 3x wide lots only: Push Alt to enable when zoning. [requested by Bioxyde]
- Water and power small bottom arrows are now colored yellow or red when approaching insufficient production.
- Changed the usage of ports. Instead of the sum of exports and imports, only the difference between exports and imports is now taken into account. [requested by Omnius]
- Increased the exports from advanced manufacturing by 16%.
- The UI in Nation view now displays the current number of jobs actually shared with neighbors instead of the number of jobs that "can" be shared. [reported by Omnius]
- Fasten terrain rendering.
BUG FIXES
- Pushing Ctlr and Shift was always triggering the zoning click sound FX.
- The dollar reserves was not reset when creating a new Nation [reported by SetArk]
- Street lights FX were abnormally small.
- Asphalt roads did not have foundations on slopes.
- Improved the lot terrain leveling. Picks average height to better match the height with the road in front. This prevents some "no road access" issues too.
- Light density had no cost [reported by Dictator]
- Corrected PT-BR translation [reported by Romulo]
- Added missing texts in the new census tool (land value and demand requirements to level up).
- Alert messages were appearing and disappearing too quickly.
NEW
- Added new warning signs when schools and hospitals are close to 100% capacity usage. [suggested by dictator]
- Added a dropdown list of all service buildings in the service editor panel. Click any item to switch and edit another building. Shows current and max stage for each item. [suggested by Feywild Shaper]
{STEAM_CLAN_IMAGE}/38152879/1463740cefcf0f798a65858133d72c6f3c9c0725.png - Improved roads intersections to handle more uncommon cases and disabled more of the road construction limitations.
{STEAM_CLAN_IMAGE}/38152879/9cc84ab9f73a3b36a154806aa6496bdcfe61c5df.png - Added lot size on each lot type when zoning.
{STEAM_CLAN_IMAGE}/38152879/4e743f0983af387fc9fc8c0d782b9d662a052184.png - Camera's last location in city is now saved [suggested by phyziyx]
BUG FIXES
- Improved performance in big cities. Was able to merge traffic lights with the roads to reduce draw calls (CPU). Colors of lights will disappear in existing cities.
- If you had arcologies the park score was wrong. [reported by zunk and Omnius]
- The zoning cost in the UI was often incorrect. [reported by Evinrunn]
- Port could not be placed if it was facing a certain side of the map "Ship would not be able to leave the city..." [reported by Feywild Shaper]
- When reloading the city traffic lights were often showing both green and red lights at the same time.
- Improved the way the AI handles intersections with no traffic lights. Improved vehicles global reaction time and acceleration.
- A city's map could be generated using the wrong terrain data in the Nation view (when using the default flag) [reported by WalebKassa]
- High tech would in some case refuse to get built on vacant lots. Changed the way the system looks for the highest valued lot. [reported by Manatea]
CHANGES
- Doubled the max output of fusion power plants (have to be rebuilt). [requested by Dictator]
- Service buildings rating from usage now only decreases when above 90% (instead of 80%). Usage shown in yellow when above 90%. [requested by Dictator]
- Zoning is allowed again with a negative balance. [requested by Kaynak]
- Removed warning when budget has a surplus.
- Fixed an error that was preventing all industrial buildings from reaching stage 4. You need to rezone over your existing buildings for the change to be applied.
- The maximum lot stage in the census tool was erroneous for all stage 1 buildings and non residential vacant lots. Rezoning was also screwing up this value. [reported by Dictator]
- Music in city view was not playing. [reported by Kade B.]
- The camera could not move freely along one side of the map. [reported by Omnius]
- Increased starting Nation balance for all difficulties. [suggested by Omnius]
- Offshore platform was displaying the no road access icon. [reported by Omnius]
- Offshore platform was not displayed with the construction tool. Is now shown above water.
- Prospecting tool displays the little squares above water instead of hiding them below. This fix also applies to the bulldozing and terraforming tools.
- The resource layer was not displayed correctly above water. Disabled waves. [reported by MagOliven]
- Zoning using the Ctrl and Shift alternatives gives more consistent lot sizes.
- Improved the computation of the zoning costs. Was not taking into account density or lot size. Zoning is now blocked when balance is insufficient. [reported by Omnius]
- The political affiliation slider on the new bottom panel was inverted [reported by BiOxYdE]
- Clicking the water button was displaying the power heatmap [reported by Von K.]
- A train arriving at destination and despawning could lead to unknown consequences (maybe froze the screen, maybe nothing). [reported by BiOxYdE]
- Fixed several divide by zeros errors that were crashing the simulation (and the population count) if a new city with just a few inhabitants was saved and then reloaded. [reported by Dictator]
- The graphic settings in Nation view was not updated with the new icons.
- The population button above the population counter was offset [reported by phyziyx]
- "Capacity" of pedestrian walkways was wrong in the UI. [reported by Omnius] (Clarification: The capacity of parks and walkways is not the visitor capacity but the effect on land value.)
- Buses could not be clicked and followed.
- The container port was not oriented correctly when built [reported by BiOxYdE]
- Moved down the power and water use "%" so they are more visible and do not overlap with the warning signs.
- Loading task text was not translated and just showed "Loading..." instead of "Loading Buildings".
- Made road construction grid thicker. [suggested by Dictator and Eugenio]
- Land value layer was turning green when the land value was really high [reported by MagOliven]
- New census tool was saying "Birth rate" instead of Imports/Exports on commercial and industrial buildings.
- Changed the color of walking commute paths to purple to be more visible [suggested by Eugenio]
- Improved visibility of the data in the new panels [suggested by Eugenio]. Redesigned bottom UI slightly.
- Improved the game speed selection buttons.
- Improved colors of the zoning lots.
- Alert messages were taking too long to pop up.
- When the nation creator menu was open we could still interact with the nation map.
- The 'Purchase Land' panel was showing tooltips from the 'Open city' panel.
- Pollution was shown in the new census tool as having a positive effect on land value.
30 bug fixes in a patch. That must be a record.
I've been trying to put out as much content as I can in a short period of time so bugs are kind of inevitable.
I'm glad you guys are sending me all those bug reports though!
If you have more: [email protected]. I still read the discord from time to time so you can post your suggestions there too!
Balancing
- Balanced out the exchange rate slightly, making it a bit harder to 'cheat the inflation'. (suggested by Omnius)
- Decreased the effect of the exchange rate on the trade balance.
- Changed the cost of buying and selling dollars and doubled the maximum reserves limit to 1.95M.
- Increased default religiousness level by 0.2pt. (suggested by Omnius)
- Increased the effect of education on the unemployment rate (in general: more education => more unemployment).
- Capped the maximum amount of jobs that can be shared between cities to 50,000.
- Gulags capacity multiplied by 4 (and profits by 2), Rehab capacity x2, Prisons capacity x2. Have to be rebuilt to take effect.
- Made floating alert icons more visible. (suggested by GeneMonty)
Bug Fixes
- Amount of printed money was not saved. (reported by Jacob)
- Park paths built on beaches were not taken into account for the quality of life. Increased land value bonus from park paths.
- The incarceration rate displayed in stats was wrong (visual only). (reported by Neurolefty)
- All ploppable buildings could in some cases connect to rail tracks or highways. This could either make it impossible to place the building or it would built it but close it down immediately. (reported by Omnius)
- Smoothen coastline (requested by U.S.Eagle).
- Improved tree LODs order of rendering.
{STEAM_CLAN_IMAGE}/38152879/155f97271b092a69674572f4863bafc0600f0a55.png
If you need assistance, want to report a bug or just share your thoughts: Join the Discord
Or send me an email: [email protected]
Next update scheduled for May 20.
- The new pathfinding algorithm was causing lags and crashes in cities with complex road networks. Holes between roads or incomplete networks were causing "Can't reach workplace". The AI can now U-turn when the road ahead is missing. The 2048 tiles commute length limit was not taken into account, leading to infinite commute length and crash to desktop.
- Improved performance. Smarter distribution of heavy tasks (heatmap layers update, traffic update, terrain update) across frames. Optimized car and pedestrian AI. Optimized heatmap computation.
- Park paths could never be destroyed when a road intersection were built next to it (reported by Livonia).
- Reduce lag when building highway access roads.
- Fixed blinking issues on textures (reactivated mipmaps on the occlusion layer of the materials).
- Balanced the propagation of pollution, spread of polluted areas was asymmetric.
- Residential buildings were never getting abandoned if they didn't find a path to their workplace.
- Unemployment calculation was wrong if a connected neighbor city had a negative amount of job to share.
- Businesses and vacant lots could have a security score above 100. (reported by El Dictator)
- Position of the difficulty stars was incorrect with some screen resolutions.
- Corrected text 'Slum Growth' in population stats to 'Slum Demand'. (The slums' growth is the value between brackets.)
- Increased effect of inflation rate on the social ladder (+33%).
Loading a city created before 1.2.0b will results in strange waves of pollution moving across the map which can cause temporary abandonment. The new pollution algorithm needs time to readjust.
Major fixes
- Fixed a major error affecting the number of jobs created by the upper class (was 10x the intended value). A lack of workforce was probably affecting your city as soon as the upper class grew.
- Social class distribution % values were incorrect. Could lead to a negative incarceration rate. (Reported by Omnius, thank you!)
- The effect of policies on political affiliations was incorrect when the policies were mostly left leaning. (Reported by BiOxYdE, merci!)
- Effect of policies on pollution was incorrect! Eco-friendly policies now have greater effect on reducing pollution. Thanks to Alex Vagni for reporting this discrepancy!
- New algorithm for the propagation of pollution. Polluted areas were taking too long to clean up if pollution ceased. Pollution might get all over the place after loading your city for the first time with the patch, it'll take a few in game years to stabilize.
- Balanced the environment score (used for quality of life index and approval rate). Was wrong in polluted cities.
- Connected cities will now share jobs across borders when the unemployment is lower than 10%. Unemployment is no longer exported to connected cities, only jobs. Up to 10% of all jobs can be imported from a connected city. When the unemployment is too low, jobs from connected cities will no longer be available to dampen the lack of workforce.
- When upgrading a service building the employee current funding ratio is now preserved.
- The dollar reserve was not being saved when exiting the Nation or the game.
- Improved pathfinding significantly. Highways are used more often. Commutes can now be up to 2048 road tile long (640 before).
Other changes
- Added some extra safeties to prevent the education score to go brrrr.
- If you had more than 1 million USD reserve the exchange rate could equal to zero.
- Doubled the area affected by the carbon capture buildings.
- Census tool now shows pollution rate on roads, rails and walkways.
- Changed the color of the pollution layer to be more visible.
- Increased prevalence of rare ore and offshore oil.
- Census tool was displaying "Insufficient Demand" for vacant lots even when the demand was high.
- Shorten display of trade capacity in Nation UI.
- Improved port placement tool. Have to be rotated manually like airports by pressing TAB.
- Census tool did not give any information for farming tiles.
- Increased religion effect on birth rates
- Population growth from neighbor cities was not taken into account.
- Slums now participate to the Lower Class natural growth rate (births).
- Removed "Too Steep" limitation to road building.
- Removed "Unaligned Intersection" limitation to road building.
- Updated PT-BR localization
- The demand for slums would never decrease when many low income citizens were getting richer.
- Corrected tooltip for the trade capacity in Nation view.
- Lack of workforce triggers building decay more often.
- Changed how commuters pick a workplace. Generally choose location closer to their home.
- Residential buildings under construction no longer loose their occupants during construction (the city's population stays unchanged). (suggested by raxo8888)
- Government type "Utopia" was not being displayed in the top UI (also reported by raxo8888)
- Volumetric clouds in city view are now turned on by default for the preset 'High'.
Much appreciation for everyone that took the time to email me suggestions and bug reports!
A quick patch of a patch to fix the terraforming issue.
- Terraforming tool was not functioning. Other tool such as bulldozer and road builder were not updating terrain.
- Updated credits and start screen
- Optimizations to the terrain updating process
- Commute types data in stats for air taxi usage was incorrect.
- Exchange Rate in Nation view was incorrect
- Props and parked vehicles took too long to update
- Trying to purchase a new city tile without enough money will now play the negative chime.
- Shadow quality "Low" settings will now disable all shadows completely (great for older CPUs!).
View on Steam
BUG FIXES
- Terraforming tool was not functioning. Other tool such as bulldozer and road builder were not updating terrain.
- Updated credits and start screen
- Optimizations to the terrain updating process
- Commute types data in stats for air taxi usage was incorrect.
- Exchange Rate in Nation view was incorrect
- Props and parked vehicles took too long to update
- Trying to purchase a new city tile without enough money will now play the negative chime.
- Shadow quality "Low" settings will now disable all shadows completely (great for older CPUs!).
Version 1.1.5
Mar 29, 2022
A couple of important bug fixes and other changes that could not wait for update 1.1.5 to be published. Air Taxis were sometimes not showing up and a memory leak has been finally solved.
Update 1.1.5 should come out in 2 to 3 weeks.
View on Steam
NEW
- - Bus and train stops can now turn a profit if enough commuters are using the service.
- - Abandoned buildings are now painted in red in the land use layer.
CHANGES
- - Faster update of commute paths (x6). This should help citizens change mode of transport if a new one is made available.
- - Faster business demand evolution when points are added (x1.5), slower when points are subtracted (x0.75)
- - Faster spawn of new business buildings (x3 in large cities). Abandoned buildings can be rebuilt in less time.
- - Faster stability regeneration when no government buildings exist.
- - When a business is abandoned or destroyed 50% of the demand is now recovered (prevents fast unemployment spike)
- - Changed computation of the inequality index. Fixed approval rate from inequalities going over 100%.
- - Changed slum growth value in stats. Now displayed total current informal demand and correct demand change.
BUG FIXES
- - Fixed a serious memory leak that was affecting the game since release. Up to 3GB of ram were getting eaten in large cities. This problem was mitigated until now by a manual unloading of unnecessary data every 4 in-game years, hence the slight freeze happening regularly. I'm keeping this unloading event for now but set it to repeat every 10 years, just to be on the safe side.
- - Air Taxis were not showing up if the amount of active vehicles was maxed out or if commute paths were not updated. They also might be difficulty to spot, pan down the camera as so to see the horizon and you should see them. Remember that only upper class citizens can use air taxis.
- - Fixed errors with the pathfinding algorithm. Reduced total traffic by about 20%.
- - Range of bus and train stops was erroneous. Expect higher public transport usage. (With access to both bus and train, 15% of the population will still prefer to walk or use the car.)
- - Removed the effect of demand on inflation. Will be replaced by the trade balance (coming up with version 1.1.5)
- - Starting Nation Treasury will now be identical to a new city's balance, matching the difficulty level.
- - Rocks were disappearing and sometimes appearing above ground in one of the map's corner.
- - Corrected job distribution graph in stats.
- - Nation loading crash handler: shorter wait time in case of corrupted data before forcing open the Nation view.
- - New attempt at fixing the ever disappearing stage 1 airport.
- - Clamped to 100% the immigration bonus from airport connections.
- - Difficulty level would default to easy if buttons were never interacted with.
Update 1.1.5 should come out in 2 to 3 weeks.
Current Release
Not available
System Requirements
OS
N/A
CPU
Dual Core 3.2 GHz processor
RAM
8 GB RAM
GPU
GTX 660 or equivalent
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Important: Check "Copy Contents of ... Directory to Installdir"
6
Launch the game from desktop shortcut
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
739 MB
Password: cracked-games.org or 123
You May Also Like
View AllDownload Citystate II for PC with a direct link or via torrent. Get the full version of Citystate II for free. Citystate II is a Simulation released by Andy Sztark.