This feature was originally published on March 23, 2015. It's since been updated with new mods, assets, maps, and visual tools.
The Steam Workshop for mod-friendly city builder Cities: Skylines is stuffed with free goodies, and continues to grow by over a thousand new items per day. Players have been hard at work not just building their cities but making maps, mods, assets, and tools for others to enjoy. We've had a cruise through the Steam Workshop, and here's what we suggest for those looking to enhance their own cities.
Let's get started with mods! Once subscribed, you need only activate them from the Content Manager menu. Remember that Skylines' mods are global, so if you activate one, it'll be in effect for every game you play, until you turn it off.
Tired of clicking between all the different icons to monitor your growing city's needs? This mod gives you a configurable panel so you can get as much data as possible in a single view. Check on available electricity, water, sewage, crime, education, heathcare, employment, and just about everything else you might want to keep an eye on.
Remember, you're not just a mayor, you're a Peeping Tom. Keep a close eye on anyone you want with the Citizen Tracker, which allows you to bookmark and tag your NPCs with icons so you can easily find them again later.
Skylines menus aren't particularly great or attractive, but now you can get a nice look at the assets you've subscribed to with the Improved Assets Panel, which gives you a thumbnail view of your various buildings and parks.
Why settle for hovering over your city like a cloud when you can soar across it like a plane? The Flight Cimulator gives you control of one of the airplanes circling your town, turning your city sim into a flight sim.
Skylines lets you build on 9 of the map's 25 available tiles, but we wouldn't be PC gamers if we didn't want access to all of them. All Spaces Unlockable does just that. It's not just for those who want to fill every square inch of map with buildings, but also for those who perhaps purchased a new tile and wound up only using a small fraction of it, or maybe decided further down the line to sprawl their city in an entirely different direction than they originally planned. Either way, it's a must-have.
It's easy to spot traffic problems, but harder to understand and solve them. The Traffic Report Tool can help. Click a road and it'll show you the path of every vehicle using it, or en route to it. Click a building and it shows you the paths of all vehicles headed to or leaving it. Click an individual vehicle, and it'll show you its entire path, from start to destination. It's still in beta, but it's a promising tool for helping you understand and untangle troublesome traffic snarls.
While Skylines doesn't officially provide city-busting disasters, there are a few things you can do to unleash hell on your populace. Dams, for example, can be used (or misused) to bury your city in poo. If that's a little too gross, you can try the Fire Spread mod, which lets fires jump from building to building, perfect for putting your fire department to the test.
As your city grows, keeping track of your public transportation network can be tricky. The Extended Public Transport UI makes it much, much easier, with better, toggled views of individual bus, metro, and train lines. A great tool.
A recent update added the ability to upgrade between one-way and two-way roads without having to bulldoze, but the Extended Road Upgrade mod, which did it first, is still worth checking out. It works a little differently than the unmodded game—and I think a little better—especially when it comes to changing the direction of your one-way roads.
Technically it's a free camera, unshackling you from a bird's-eye view and taking you all the way down to street level for a closer look at your city and its inhabitants. You may not be thrilled with what you see—Skylines wasn't meant to be viewed from quite this close up—but it's still fun to use.
It's hard to be legitimately angry with Chirpy: he's just trying to communicate citizen's feelings to you, and he's so darn earnest about it! That said: die, Chirpy. A patch recently added a volume slider for Chirpy's incessant tweeting, but the Chirpy Exterminator mod lets you ice him for good. Rest in peace, with the emphasis on peace.
On the next page, let's spice up your city with some new buildings.
Even those happy with Cities: Skylines have probably peered down at their creations and wished there was a bit more diversity in the types of buildings. A few too many identical skyscrapers or residences can take some of the wonder away from your city and make it feel a bit too plain. No worries. There's thousands of new buildings to subscribe to, and once you do, they'll start appearing in your city.
This is an easy pick for you and a simply massive amount of work by DPruett2333, who has been filling the workshop with prettier, updated versions of Skylines's buildings by adding flourishes like benches, bushes, parking spaces, and other little details to the game's hospitals, power plants, schools, and homes. Grab all of DP's beautification sets: the Building Set, the Residential Set, and the Commercial Set, and make your city more pleasing to the eye.
By now you've heard a former Maxis artist is making custom assets for Skylines, and they're well worth grabbing for your own city. From the coal power plant that produces more power, but also more pollution, to the adorable Down-and-Out Burger restaurant and Sherlock's Coffee shop, to the replica of Tampa's SunTrust office tower, these finely detailed creations should be part of your town.
Straight outta Stockholm, the Ericsson Globe is the largest hemispherical building in the world. While it's not to real-world scale in the game, the Ericsson Globe by ArakanI is still a beautiful recreation of a unique building that will delight your residents and give your city another notable landmark.
Houston, we've solved a problem. This unique building lets you plop a space shuttle memorial in your city, giving your residents and tourists the nice eyeful of NASA you've been looking for.
Proving a metro for your citizens is great, but not particularly exciting. Replacing your metro station with an Atlantis Stargate? That's a little better, even if it just takes them to the mall and not another planet.
Every city needs a hero, and every hero needs an office building to serve as headquarters for his multi-billion dollar corporation. Wayne Enterprises makes a nice addition to your city and a place for Bruce Wayne to sleep through shareholders meetings, especially if you build it on the Gotham City map.
Seattle's iconic observation tower has been a tourist attraction since its construction for the 1962 World's Fair. Now the Space Needle can tower over your own city, pointing up at space as if to say, "Hey, space."
Another real-world landmark, the Turning Torso is the tallest skyscraper in Sweden. This recreation nicely captures its grace and elegance. While it's scaled down to match Skylines' native buildings, it's still a classy landmark for your metropolis.
Welcome to City 17. It's safer here, and nothing inspires a feeling of safety like a towering alien monolith, right? Plunk down a Combine Citadel in your town to remind the concerned citizens below that you've got everything under control. Just keep an eye peeled for trouble-making scientists.
While ghosts, ghouls, and giant marshmallow golems don't present a threat to your city—for now, at least—fires certainly do. You can still let bustin' make you feel good by adding this replica of the Ghostbusters fire station HQ.
Tired of landfills and incineration plants stinking up your beautiful city? Replace them with the Recycling Center. It's slower to process garbage than the traditional choice, but it's clean and green.
Why not add the Bluth's Banana Stand to your commercial district? I hear there's money in it. It's also a nice landmark for your residents, since they can agree to meet at the big yellow joint. May burn down occasionally.
If you haven't completely killed Chirper using the mod on the first page, you've probably at least minimized and muted it. Still, why not give it a spot in your city with the Chirper Headquarters? It's a unique building so it'll allow employment and tourism, and it'll give the adorable yet annoying bird a chance to (quietly) show its face.
On the next page, some new options for your city's most important features: roads.
So. You've built a beautiful city but you can't help notice a few problems, like the fact that your citizens are living in piles of garbage and corpses? Unless you've simply slashed your municipal budget to the bone, this is probably due to traffic issues. Here are some intersections you can drop in your city to get traffic flowing smoothly.
With so much focus on cars, it's easy to forget to make nice walkways for foot traffic as well. Found in the parks menu, this lovely Pedestrian Suspension Bridge is pleasing to both the eyes and the feet of your little citizens.
While I still struggle to draw a simple off-ramp that doesn't look like it's already weathered a few earthquakes, Timboh's been cranking out a ton of beautiful and useful interchanges. Subscribing to Timboh's Emporium means you'll never be at a loss for having a great way to make roads meet and greet.
I'm guilty of making public transportation an afterthought, with train stations, metro stations, and bus depots simply plopped where I can find room among everything else. This pre-made collection of roads and walkways makes it easy to centralize your public transportation, and allows passengers to quickly find their way between buses, trains, and metro tunnels by using raised walkways. All you have to do is plug the buildings into the right spots.
This interchange is so big it didn't even fit into the game's asset manager, but it's worth it. With realistic slopes and angles, this Double Paperclip interchange will get your citizens on their way in a smart and realistic fashion.
I feel like building an entirely new city around this beauty. Built to handle traffic from eight directions, this roundabout also features enough room in the center for bus stops, metro stations, several plazas, and even a couple buildings.
The thing about most roundabouts is that they're huge, and tough to fit into a city you've already built without destroying a good portion of it. The Small Green Roundabout is a nice option for neighborhoods or places without a lot of heavy traffic. Includes footpaths and nice decorations.
Cars aren't the only thing that need to get around. This slick Elevated Pedestrian Roundabout makes it easy for walkers to get through your city as well, with walkways up and down to street level, and room for a small park in the center.
On the next page, let's add some new parks, plazas, and statues to your favorite city.
I'm sure your city is lovely already, but you're probably tired of adding the same old parks and plazas. Here's a few more to choose from.
Let your tiny citizens boldly go where no one has gone before, like this handsome park commemorating the USS Enterprise.
Are games art? How about cubes? Invite your residents to visit this Modern Art Plaza, where they can stare at a large black cube and pretend to understand just what it means.
Perfect for your downtown areas, this attractive sunken plaza gives your citizens a spot to relax among the skyscrapers in a busy city.
Skylines has a stadium for professional athletes, but how about local talent? This public soccer field should please the sports fans in your neighborhoods. While I haven't seen any games break out on my field, people do walk around in it a bit.
Cities: Skyrim? Sure, why not. Your city probably has a few followers of the Daedric prince, so now they've got a place to worship or just chill out. This Shrine of Azura statue has the same properties of the Statue of Wealth. Talos is available as well.
It's easy to neglect your industrial areas, and it's also a little weird to place city plazas and playgrounds alongside them. That's why this collection of fields by Jesper is perfect for your farming areas. They blend in perfectly without drawing a crowd.
Teenagers in your city can be occasionally seen with skateboards, so why not give them a spot to shred? This concrete skate park has ramps, rails, and even graffiti.
Sometimes you want to improve a crowded town without having to destroy anything to make room. If you've only got a single square of available space, this 1x1 Swing Park is perfect for brightening the neighborhood without removing a single house.
Next up, some of the best maps you can start building on.
Now that you've got ton of new stuff to build with, where do you actually want to build? Here's a collection of maps and saved games you can put your personal mark on.
Finally, a map that really calls out for a multiplayer version Skylines. This Catan XL map gives you hexes to build on, each with their own separate resources.
With rivers, mountains, beaches, valleys, and waterfalls, Sea Turtle Falls has something for just about everyone, and presents a beautiful and interesting challenge for city builders.
This massive and impressive circular city bisected by a river sports almost 300,000 residents. There's still plenty of room to grow, however. Can you add a few more rings?
Perfect for aspiring supervillains, this map features an extinct volcano that now hosts a lake. With rivers trailing down to the sea, and several nearby islands, you can turn this beautiful map into a thriving city.
With beaches, rivers, mountains, and hills, Boulder Rapids is a nice map to start a city on, especially if you plan on using a dam at some point: there are great locations for several.
Bora Bora
Not only is this Bora Bora map beautiful, it's a remarkably challenging location with an extremely limited amount of building space. Can you build a working city without destroying its natural beauty?
With ore-rich mountains, expansive sandy reaches, and fertile flood plains, this map inspired by the Nile Delta is a great spot for creating your own jewel in the desert.
While we wait for GTA V to appear on PC, here's a fun way to visit the sprawling city of Los Santos, already built and containing districts that accurately mirror the game's locations. If you want to build your own city, here's a version only containing the roads.
Mars needs donut trucks! Civilize the red planet by taking advantage of pockets of ore and carve out a working city on this map based on Mars's Daedalia Planum. It goes great with this Mars color correction tool.
This highly detailed map of Cologne, Germany features the Rhine, highways, lakes, and resources. Will you build an accurate replica of the city, or something completely new?
The problem with national parks is the government gets upset when you start building skyscrapers all over them. Problem solved. This replica of Utah's Zion National Park is not just beautiful but extremely challenging to build a working city on.
If you've ever dreamed of building a city on Gabe Newell's face, then I have good news for you. I also have bad news, because that's a very troubling dream.
Finally, let's spruce up the way Skylines looks with some visual tools on the next page.
Skylines is plenty pretty, but so are tons of games, and PC gamers never stop trying to make them look even better. Here are some visual mods and tools to get the game looking as sweet as possible.
The Dynamic Resolution mod will let you tinker with your game's internal resolution and scale it up or down depending on your wants or needs. Pressing F10 brings up a slider to make adjustments, though be prepared for a major FPS hit if your GPU can't handle it. Nicely, the mod shows your FPS while you're making adjustments, and even provides a tickbox for another graphics tweak, the Ambient Occlusion mod, which can be used to make the game even prettier.
If you don't care for the static sunlight of Skylines, how about a sun that moves across the sky all day? There's no nighttime—as soon as the sun sets, it rises again—but it's still nice to watch the shadows grow and lengthen as the day comes to an end and to see the sunlight spill over your city in the morning.
Turn the clock back on city simulators with this Isometric Camera tool. It gives this new game a distinctly retro feel.
Enjoy cell shading and want to bring it to your city? This configurable tool lets you apply a fresh coat of Borderlands-like visual style to Skylines, and once activated can be toggled on and off with the key of your choice.
Revisit the 70's with this Instagram-inspired 1977 LUT. I can already hear the bell bottoms scraping the pavement and the cops growing bushy moustaches, can't you?
If you can stand a little performance hit, you might want sun shafts to pretty up your city. They can be toggled on and off and give the visuals a heavenly touch.
I don't keep the tilt-shift effect on when I play Skylines, but it's nice for screenshots, and when combined with this Toy Film Camera LUT, you can really give your city a bright, fun, novel appearance.
Maybe the government in Mirror's Edge was a wee bit oppressive, but it's hard to argue that one of the positive results was an extremely neat and tidy city. Now you can emulate it with the clean white, sharp red, and cool blue of the Mirror's Edge Menu LUT.
No doubt while we've been compiling this list, a few thousand more custom creations have appeared in the Cities: Skylines Steam Workshop. Don't forget to check it regularly to find your own favorites.
With strong sales, positive reviews (ours is here), and thousands of player-made assets and mods, Cities: Skylines has quickly become one of 2015's hits. I spoke to Mariina Hallikainen, CEO of developer Colossal Order, over Skype on Wednesday, and asked her about the origins of Skylines, 2013's SimCity, mods and modders, and plans for the future.
PC Gamer: Considering that you set a Paradox sales record at launch, you've sold a half-million copies of Skylines, and that both the reviews and the reaction from players has been almost entirely positive, can I assume your offices now actually resemble the massive Colossal Order skyscraper that's in the game?
Mariina Hallikainen: [Laughs] We're still in the same office, we moved over here just last January so there's no need for anything too different from that. We're of course very happy. We're very pleased.
It's pretty common in discussions about Skylines to see 2013's SimCity being brought up. While it sold well, it's clear a lot of people were disappointed with some of the choices Maxis and EA made. When Skylines was being developed, was SimCity something that was discussed often at Colossal Order, and was there an effort to deliberately avoid some of the same choices they made?
Yeah, that's a tricky question, because of course, we always have thought of SimCity 4 as the benchmark. This is due to the fact that we actually did plan this game when we started the company back in 2009. We started to think about... Colossal Order wanted to make a city builder some time in the future. We knew we couldn't do it right from the start because we were five people. I started the company with no experience on the PC platform. The guys had been working on mobile before Colossal Order. It was really something that ideas kind of came from, really, the classic city builders.
But of course we were extremely afraid that people will just think of us as a cheap knock-off or something, that we have been just trying to copy what they did in SimCity. So it was a little bit of a daunting task for us. But of course there are things that are very similar and I guess it's kind of unavoidable in a sense that the city building genre, I think, it's based on the great SimCity. So it's something that we knew we would be compared.
Was Skylines already actively in development when the 2013 SimCity came out?
It was not actively in development at that time. When they announced [SimCity 2013] I was pretty sure there was no way we would ever be able to convince Paradox that we should make this game. [Laughs] But, yeah, they gave us the green light after they saw what happened with SimCity.
So that was actually... seeing SimCity 2013 kind of stumble, that's when Paradox said, hey, maybe we should go ahead with this since people aren't really happy with the last SimCity?
Yeah, I think it must have helped a lot.
Now, when I was playing Skylines pre-release, some people knew I was playing it, and one of the questions that most of them asked was, is there a multiplayer mode? Did you consider any kind of multiplayer for Skylines at any point?
No. Basically, we are of course with very limited resources and with the small budget we have, it was completely out of the question. Even if we think about... we have a certain philosophy behind the game, and it is definitely so that it is really a singleplayer game. It's you creating your own city, your own world. You don't want anybody to kind of come and mess that up. The experiences we've had previously, we decided that we will go singleplayer only, at least for now.
Yeah, I'm not even really sure how multiplayer would work. I think there's a collaborative potential, its fun to sit with someone at the same computer and build a city together, and our guy Tom was streaming the game a few times last week and he had fun with the people watching, taking suggestions and things, but I don't really know how a multiplayer city builder would work with two people messing with the same city at the same time.
Yeah, that's exactly the problem, I think, and especially because there's the simulation running, there's so many things that can go wrong, I think it's something that you really have to put a lot of effort and a lot of people to work on that, to make it really work and be right, and so we definitely didn't feel that it was important to do at this time. And, I don't see it as a high priority feature at any time in the future, because there's still so many things we want to add to the game. We have quite a lot of plans, those things we couldn't implement before the release, like tunnels and European buildings that we are working on now. I think there's a lot of things we want to add to the game before we can even discuss multiplayer.
So you do have plans for future updates, or is it a DLC type thing?
So, basically we have discussed it with Paradox and it's going to be a similar model to what they have for Crusader Kings 2 and Europa Universalis 4, so it's a bigger expansion with some smaller DLC and also free content. The tunnels and the European buildings we already discussed that these would be free updates, because I very strongly feel that the tunnels, for example, should have—I feel it's a part of the game. It's an integral part of the game and it needs to be there. So, we agreed that we, of course, having only 13 people working at Colossal couldn't make it in the original scope, we really just want to add that later on, and I think it belongs to all the players.
You compared the future expansions to what Paradox does with CK2 and EU4. Those are, a lot of times, different parts of the world or different time periods. Is that something that Skylines is going to have?
No, it's more to the scope. Basically, how we did it earlier with Cities in Motion, for example, we had smaller DLC and we were working on those, but here we want to kind of focus on one bigger feature. I can't say what those are exactly at this time, but we are planning on something that really brings something new, hours of gameplay to the game. So, massive expansion.
I can't say more about the pricing but it's something similar to what they have done with CK2 and EU4. Simultaneously with this we add free features and free content to the players who already own the game. So, the players who don't want to put any money to extra content, they still get something out of the version. This is what we're planning, there's always like this bigger expansion that will bring a lot to the game, then the free updates as well probably [smaller] DLC. But it will be so that it comes with a full package that has all of this, the paid and the free update for the player. Which I think is really nice, because we get to focus on something more major and then also there will be the free update, because I think it is important that the players who have bought the game now and for some reason don't want to, for example, put any money to a certain expansion, they can kind of pick and choose what they want but still get something, something like updates to the game so you don't have to pay for absolutely everything. I think that's very cool.
Are there any plans for a terrain editor you can use while you're actually working on a city?
We have discussed that. There is no news about that yet. So, basically—terraforming has been actually discussed quite a lot. It is a little bit of a tricky feature so we need to think about it a lot to see if it would be possible or not. We have some ideas. We'll keep you guys updated on that
Given the successful sales of the game, do you think that's changed the scope of future expansions? Do you feel like you have a little bit more room to grow because the game has sold well?
Well, [Paradox] is very happy. [Laughs] It is something that we have discussed that now we have a chance to add more to the game both in the scope of the planned expansions and for the free content as well. One of the major differences now after these really massive sales—it's still a little bit overwhelming for us over here—is support for the modding. So, we're basically discussing that we really want to emphasize that, we want to bring more to it, so we definitely got more support, also from Paradox to work on that, which is absolutely fantastic.
I checked this morning, and there's over 13,000 player-made assets and mods in the Steam Workshop at the moment. Have as anyone at Colossal Order been trying them or playing with them or seeing what people have been up to?
Yeah, I mean, we've been checking what's happening there and it's really, really great to see, because last time I checked it was 12,000. [Laughs] So, the number keeps going up. It's absolutely fantastic. I think this is exactly what city builders are all about. It's about the creativity, getting the people to join the development of the game, and I think this is absolutely wonderful to see, so many people actually joining the modding community, and yeah, we've been checking. There's actually really, really cool stuff. We have been checking out the different kind of mods, too. Because there are so many things that we kind of planned to do later and the modders basically already did them. So, we have to say a little bit... are we needed anymore? [Laughs]
Right! Yeah, there seems to be a few things in there that you could possibly officially add in a future patch. People have been... one of the first things they did was unlock so you could build on all 25 tiles. And then a few other things that look like they could be possibly incorporated into an official patch at some point.
Yeah, absolutely, there's so many things to choose from, but I think most interesting ones are kind of those that... like the GTA V map, there's the Mars project. So much creativity, and you know, things that we couldn't kind of think when we entered this project, that people would come up with these kind of ideas and I think that's exactly the great part about this. Because we're only 13 people here, but there are so many ideas out there, so many capable people that can really contribute to this game.
I even saw there's a former Maxis artist who's making mods for the game, have you seen that yet?
Yeah, I saw the article on that, yeah. I think it was on PC Gamer, actually. Yeah, yeah, um. [Laughs] I mean, it's really, really great to see people starting to create content for the game and we of course welcome... [Laughs] welcome really capable environment artists to do that as well. So, it's really interesting to see.
We keep suckling on Cities: Skylines news teat, because a) it's good, b) it's doing well—having just broken the 500k sales mark—and c) it has mod support, and so has a community that's consistently pumping out great stuff.
For instance, right now on the Steam Workshop you can find a couple of buildings from Bryan Shannon—a former Maxis employee who worked on both SimCity and its expansion, Cities of Tomorrow.
Whatever you think of SimCity—and I know what you think, I have read the internet—it was a beautiful looking game. That's reflected in Shannon's buildings, which fit nicely into Skylines' aesthetic while experimenting with its look.
"Overall, this coal power plant is a deviation from the original style," writes Shannon of his coal power plant. "This asset introduces a nice dirty brown brick in to the game's overall neutral palette."
You can see Shannon's Skylines buildings here, and see the work he did for SimCity over at his blog.
Update: Shannon is now on Patreon, taking pledges to fund his work inside of Cities: Skylines.
Cities: Skylines is being pirated, but Paradox Interactive isn't panicking. Instead, the publisher will continue to support the game, thus making the Steam version more attractive than any unpatchable and unmoddable pirated version could ever be.
Taking to Twitter, Paradox's Sham Jorjani made a case for post-launch support being the best discouragement for pirates. Noting a steep 16 per cent increase in pirated copies of the game, Jorjani Tweeted that "our plan for pirates is to make a great game even better through free updates - making it more convenient to use Steam instead."
"It's all about offering the superior service," he added. "That's how we bring down piracy. By making the paid experience a superior one."
Jorjani went on to name Netflix as an example of convenience trumping piracy in the digital age. Meanwhile, Paradox's quick rollout of Magicka updates 14 in 13 days meant that users preferred to actually pay for the game and get auto-updates, rather than manually download the game each time the studio patched it.
To put it simply: ongoing content rollouts and mod support is a better way to combat piracy than DRM.
"Or....we could build our own ecosystem," Jorjani joked. "Call it....P-play....or...Plorigins...or P-vapor or somesuch...yeah let's do that."
Cities: Skylines has already attracted a massive audience: modders have already added a first-person mode, while one dedicated player has recreated Los Santos.
Not even a week has gone by and the Steam Workshop for Cities: Skylines is already bursting at the seams with player-made content. Along with maps and buildings created using the game's editors, mods have begun to appear, most notably one that lets you unlock all 25 map tiles. The vanilla game lets you use nine, which is still pretty roomy, but why limit yourself?
The tile unlocking mod is hard to make a full column out of, however, so here's one you might also want to check out: the free camera mod.
It's described as a first-person camera mod, but it's really more of a noclip mode, allowing you to fly through the city unrestrained, drop down to street level, zip between buildings (or through them), and basically check out your creation from any spot you like.
Got a problem in your city? Don't be an aloof mayor, coldly sitting in your office in the sky. Go check it out in person. It's the least you can do when your citizens start complaining about traffic or taxes or garbage collection or, I dunno, that their houses are submerged in sixty feet of water. You know, the kinda stuff people just have to gripe about.
Once you subscribe to the mod, you'll need to activate it in Content Manager menu. In the game, you'll now see a button in the top right corner of your screen. Click it to bring up a settings window, which lets you set the speed you want to move at and how close to the ground you want to get. Move around with WASD. Tab returns you to normal mode, or you can configure it to another key.
Obviously, your city wasn't meant to be seen from quite so close up, so it's not exactly pretty, but it's still a neat tool and useful for getting a closer look at things. For instance, what's going on at that bus stop? Clearly, there's just too much novelty food truck traffic to let the bus through. Get on it, mayor!
I think the game's regular camera is fine for the most part, but it can occasionally be tricky seeing things up close since it bounces over buildings, trees, and hills, so the new camera is a nice addition. I even loaded up a save from the diary I did this week, to get a close look at one of the more disturbing events that took place.
PC gamers can't actually play Grand Theft Auto V yet, but thanks to the efforts of Steam user grockefeller, we can pay a visit to the friendly city of Los Santos, which he has recreated—along with Palomino and Sandy Shores—in Cities: Skylines.
Man, that was fast.
Cities: Skylines was not a game I expected to be a hit, but it came off quite well in our review, and even more importantly, people are buying it and doing some amazing things with it. This mod lets players take to the streets to appreciate the fruits of their urban planning labors from a first-person perspective, for instance, while this weirdo created an entire city in which only one, single home could be built, and then spent days spying on the family that moved in.
The Los Santos reconstruction is a project on a somewhat larger scale. The mod description says it's "the completely built region of South San Andreas including the cities of Los Santos, Palomino, and Sandy Shores." Note that in order to actually use it, you'll also need the separate 2x4 parking lots mod, and unlimited money to cover the city's debt, which is apparently significant. As grockefeller succinctly put it, "It was expensive."
I like to imagine that city building games are already first-person; just that the person in question is an invisible floating omnipotent sky-mayor. A mod for Cities: Skylines offers the more traditional first-person view—albeit one from what appears to be an improbably tall citizen.
The mod allows you to explore the streets of your city. It's a simple camera switch, but one that offers an interesting perspective on your city's simulated citizens. It would have certainly let Chris L get down-close-and-personal to the occupants of his single-house city.
Below you can see the mod in action. If you want to try it out, head over to the Steam Workshop.
City-building sim Cities: Skylines has become Paradox' most successful game launch, selling 250,000 copies in its first 24 hours. The number—tallied from day one sales and pre-orders—has made CEO Fredrik Wester quite happy.
We would like to offer our deepest and heartfelt thanks to the community for their passionate support and to let them know that we are committed to supporting this wonderful game for years to come, in much the same way that we have for our Crusader Kings and Europa Universalis communities," he sends in a statement.
"We knew that we had a great game on our hands and so to be able to continue to provide fans of the game with a multitude of new content for it going forward is fantastic.
The inclusion of mod support should certainly help Skylines' longevity. There are already more than 3,400 mods hosted on the Steam workshop page, including one that lets you wander around your city in first-person, and another that adds a convenient autosave function.
That's lovely to see, because Cities: Skylines is really good. Find out why in our review, and enjoy the strange cocktail of humour and sadness hidden away in Chris L's diary about his city with only one house.
What is it? City building and management sim.Reviewed on: Intel i7 x980 3.33 GHz, 9 GB RAM, Nvidia GeForce GTX 960.Play it on: Intel Core 2 Duo 3.0GHz, 4GB RAM, Nvidia GeForce GTX 260/Radeon HD 5670Copy Protection: SteamPrice: $30 / 23Release date: Out nowDeveloper: Colossal OrderPublisher: Paradox InteractiveMultiplayer: NoLink: Official Site
Cities: Skylines didn t have to stretch far to trump 2013's SimCity: it needed to be a good city builder without any of EA s mistakes. That means no always-online DRM, an expansive area to build in, and support for custom content. The good news: Skylines does all this. The better news: it's also a fun and addictive city building game.
It's not unexpected that Skylines' biggest challenges involve roads and traffic, as it comes from Colossal Order and Paradox Interactive, the same developer/publisher duo as Cities in Motion, a game based around transportation management (Cities: Skylines is not related to the Cities XL series). Laying down roads is easy. It's more difficult to lay down roads that make sense.
It's not just traffic congestion you need to worry about, it's logical traffic routes. Garbage collection, unattended building fires, and dead body removal were recurring problems in all my cities, and it's because they all involve vehicles (hearses, in the last instance) needing to get to specific locations quickly, which is as much a function of easy access as of smooth traffic. Figuring out the best way to build roads and intersections takes time, experimentation, and close scrutiny, something I think many players will really enjoy. If you're more interested in building unbroken tree-lined avenues and long, winding roads than logical grids, you certainly can, but be prepared for your city to lose a good deal of functionality.
Once you've got some roads built and have assigned them as residential, commercial, and industrial, basic buildings will begin appearing. Add nearby services like police stations and schools, and amenities like parks and plazas to allow buildings to level up. You can also use a brush tool to divide your city into districts. Districts are a great feature, allowing you to tinker with policies and regulations like recycling, free public transportation, and legal drug use, without having to unleash them citywide. You can tax your districts differently, and even ban industrial traffic in congested areas (just make sure to provide heavy trucks an alternate route). You can also create industrial districts to focus on oil and ore mining, logging, farming, or general industry.
In addition to managing the physical aspects of your city, you'll have to keep an eye on your bank account and supplement it with loans, decide what to budget for various utilities and services, and tweak taxes for residents and business. None of this feels deep, simulation-wise—it's mostly fiddling with sliders and finding a balance between keeping a positive revenue and annoying residents with steep taxes—but nothing about Skylines' simulation feels terribly deep, at least economically, and apart from focusing on specific types of industries, or choosing office towers over factories, none of my cities have felt particularly specialized. That suits me just fine, though players looking for a deeply complex city simulation might be a little disappointed.
Skylines' UI is pretty slick and easy to understand. You can view your city through several filters: pollution (including noise), crime, property values, wind speed (for turbine power), water and electricity availability, and even see how many people are using public transportation. Icons appear above buildings to signal problems, like businesses with a dearth of customers or homes with sewage problems. Citizens can also communicate with you via "Chirper," a Twitter-like feed at the top of the screen. This gets repetitive pretty quickly, but a menu option thankfully prevents these messages from automatically popping up.
At times, Skylines is intensely satisfying, such as when solving a troublesome traffic snarl or when all the buildings in a district begin leveling up because you've provided the right combination of services and amenities. It's often soothing, like when flying the free camera around or peering down at the tiny NPCs living in your creation. It can also be terrifically tense, like when you realize your industrial zone has poisoned the groundwater of a residential area or when a power grid gets overloaded and you've got no money to add a new plant. The citizens of Skylines are pretty tolerant, but let them suffer too long and they'll abandon you in droves.
In addition to homes and businesses, there are unique buildings like stadiums and opera houses that become available as your city grows, as well as monuments like a space elevator and a large hadron collider that increase tourism or provide other benefits. Transportation options appear as you progress, like underground metro tubes, airports, and trains and ships for both passengers and industrial use. Your available building space, initially just a single square of land, grows as well. There's a healthy five-by-five grid of land, of which you can officially purchase nine tiles of 2x2 km each, though there's already a mod in the workshop that lets you buy and build on all 25 tiles. (I tried it. It works. Rejoice.)
There are a few issues. I wish plumbing was just auto-drawn in when roads are built, not because drawing pipes manually is hard but because it's easy, and thus begins to feel like repetitive busywork after a while. Even when business and resident satisfaction is sky-high there's sometimes zero demand for new buildings (and thus no population growth) for long stretches, and then, seemingly arbitrarily, demand suddenly ramps up again. Even in happy, healthy neighborhoods and commercial districts, entire buildings are routinely abandoned, and I don't quite know why. Driver AI is a little off-kilter, and cars will sometimes cram into a single lane when others are available, which can contribute to traffic problems.
These issues haven't done much to dampen my enjoyment, though. My cities, even the poorly planned ones that wound up filled with horrific traffic jams and uncollected corpses, were all fun to build, and I learned enough from each to make my next city better. For those who find building a city to Megalopolis status just a little too easy—and I think it is—there's a 'hard mode' included to increase the challenge. Conversely, for those who want completely unrestrained construction, there are modes for an unlimited bank account and the unlocking of all buildings at the start. Due to the map and asset editor, I suspect the Steam Workshop will quickly fill with custom creations. It ran very smoothly on my GeForce GTX 960, even when zipping and zooming the camera around in my biggest city. Top it off with Cities: Skylines' reasonable price, and I suspect no matter what your interest in city building, casual or intense, you'll find a lot here to like.