Cities: Skylines II

  • Thread starter Thread starter PJTierney
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I bought this game a few days ago and I absolutely love it! I played it pretty much all day on Tuesday and for several hours in the days since. Creating my own city after wasting time drawing one up whilst I was bored at uni a few years ago is fantastic. "Devintown" has over 160,000 residents at the moment and there's sure to be plenty more as I continue to fill the map. It's damn good fun.
 
I arrived in Gdansk yesterday, here's an interesting intersection spotted from the plane. Should be possible to build something similar in CS2.

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Hospital area. Used the Eastern European pack for most of the buildings. The road layout was inspired by a hospital in Gothenburg.
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City hall and other administrative buildings. This area was also inspired by Gothenburg, but it's a mix between a couple of different districts.
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A birds-eye view of the city.
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As the name suggests, circular roads are very much a consistent feature in this city.
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Here's my big city with 400,000 residents. Does cause a lot of lag on my crappy computer.
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This rural map is dedicated to farming. As you can see, things have really popped off here.
 
Built a new residential project on a hillside close to the hospital. Some 850 apartments in total. I used two different medium residential buildings from the Eastern Europe pack and also added a school at the top of the hill.

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Below is the main building of the hospital, as well as some offices for administration.

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One of my favourite details from the city centre is this triangular park. In the upper left corner you can see the theatre.

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A bit further down the road is this park with a pedestrian path cutting under the road.
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A view of the old down and the main square.

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Transition from 19th century architecture to 20th century modernism.

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A little look at the seaside town as well.

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And some countryside vibes.

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Finished the last blocks of the old town.
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Expanded a few blocks towards the shoreline.
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Freed up some valuable land behind the city hall by digging a tunnel for the arterial road. The interchange by the tunnel entrance turned out great!
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Started yet another city with the intention of making it as car free as possible.

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The idea is that no cars can enter the town (or the rest of the map) from the outside connection directly. The four parking towers are linked to a tram that runs through the west side of the town, connecting also with the station and the subway network - pretty much just a park and ride. The cargo traffic can enter the area to the left of the screenshot, but that pretty much only serves the rail cargo depot at the moment. The plan there was to then link that rail depot to another one very locally with only a train line. That cargo station could then be connected to the town, it would then act as a buffer prevent outside cargo traffic entering the road network directly.

I'm really trying to plan ahead, and not just slap down some zoning for the sake of quick expansion... but it's already going wrong with the railway tracks! And, my goal of detailing as I'm going is patchy at best... too much dead space a the moment.
 
Summer in the city.












 
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This elementary school has a great view of their district's skyline.
 
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Considering that my graphics are on medium with several things either reduced or removed completely, I'm surprised how realistic this looks. Take away the UI and there isn't much to indicate that this is in fact a game.
 
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^ I like this view of the city, you can see many different districts with different characteristics. In the foreground we have the administrative district, with the post office and an old office tower. Then on the other side of the canal is the old town with shorter buildings and older architecture. Behind that and to the left is the business centre, dominated by newer office towers and shopping malls. Further behind that and to the right is a 1960's brutalism high density residential area with massive concrete apartment buildings. To the right of those is a medium density 1940's - 1950's residential area with apartment buildings that blend in a little better with the landscape.

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^ A new prison has been built, far from the city. The fire watchtowers are playing the role of guardtowers here. Works pretty well I think.

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^ A bit closer to the city but still far away is a new industrial area focused on oil and chemistry. A few thousand jobs.

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^ A closer look at the business centre and its towers competing for the best view of the water. At lunch break you have good access to the restaurants by the beach, or you can go for a walk along the canal.

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^ Brutalism. I'm not sure if I love it or hate it, but I know that I'm fascinated by it. A challenge with this neighbourhood has been to provide sufficient parking. One solution that I think turned out great was to utilise the elevation changes to dig a couple of parking garages into the hillside. The top floor is pretty much level with the road at the back of the garages. When I designed this neghbourhood I made sure to provide plenty of green spaces to counterbalance the amount of raw concrete.

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^ In the foreground here is the older residential area from the 1940's and 50's. I pretty much copied the design straight from Gothenburg, as the shape of the land and the elevation matched nicely with a neighbourhood I found on aerial photos.

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^ My most recent addition is a mainly low density residential district close to the hospital. I imagine this neighbourhood is popular among doctors. Got a couple of apartment towers as well, for the hospital staff with a little lower income.
 
When I designed this neghbourhood I made sure to provide plenty of green spaces to counterbalance the amount of raw concrete.
If I'm doing Commie blocks I'll tend to lean into this style of development from Bucuresti

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Mostly because it's quite green you can cover everything with Oak trees and sneak quite a few pocket parks in, but also it pretty much aligns to a grid without looking too repetitive.

On that scale thought the number of jobs required is insane, which I'm already struggling with in my current city. I just hate the look of industrial assets, the game badly needs heavy and light industry options.
 
A little hillside neighbourhood. Needed some space between the houses due to the elevation changes and decided to go for a flattened hexagonal road layout.

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Here's the newest development, a mix of medium and low density residential with a shopping area in the background.
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Dipping my toe into the water with the Game Pass version. If my potato runs it OK, I'll likely get the Steam version for mods.
 
What is the frame rate at a million citizens??
I don't know but it's not great. I'm surprised that my computer can even handle it.
 
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I had some traffic problems at the roundabout connecting two of the main arterial roads, creating long queues at rush hour. I had plenty of space under the viaduct so I decided to create a grade-separated junction. The roundabout was kept in place, but instead of connecting directly to both arterials it now only connects directly to one of them while the other was rerouted beneath the viaduct, with ramps connecting to the roundabout. I did get a bit carried away while detailing, placing what's probably close to ten thousand small rocks along the road. It turned out great though.

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I watched City Planner Plays comments of the latest Dev Diary released the other day, and felt quite down after it, because the Dev Diary seemed so vague and lacking in concrete plans. The lack of progress of the game of this year has been disappointing to say the least. 😕 I am still enjoying playing CSII thankfully, but there are underlying problems that don't seem to be being addressed.

So with all that, Netherlands Pack came out of nowhere, :) after months of not very much from Paradox Interactive/Colossal Order, and looks very good. :D
 
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I watched City Planner Plays comments of the latest Dev Diary released the other day, and felt quite down after it, because the Dev Diary seemed so vague and lacking in concrete plans.
I don't understand that. The dev diary announced that bridges and piers is just around the corner, that bikes are coming soon and talked about some of the bugs that they are working to fix. They didn't specify any dates, but frankly I believe it's better that way because we've seen in the past that things don't go so well when they release content prematurely. Better to take their time and do proper quality assurance and release whenever it's finished, even if that means that they can't announce any dates.
The lack of progress of the game of this year has been disappointing to say the least. 😕 I am still enjoying playing CSII thankfully, but there are underlying problems that don't seem to be being addressed.
We've seen a lot of bug fixes in the past year though. I'm sure they are aware of the bigger ones that are remaining, but I guess they take more time to fix. Usually the lowest hanging fruit is picked first.
So with all that, Netherlands Pack came out of nowhere, :) after months of not very much from Paradox Interactive/Colossal Order, and looks very good. :D
Oh it is!
 
Still so new to this, but does the UK Asset pack have prop buildings outside of zoning and how do they affect the gameplay, such as jobs and power etc?
 
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