Cities: Skylines

Do you like the dark? Do you like the way it moves? Do you come alive when neon kills the sun? If you answered yes to at least two of those questions, then first, rock on, and second, you'll be happy to hear that the first expansion to the hit Cities: Skylines has been revealed as After Dark, featuring a day/night cycle that Paradox Interactive says will have a big impact on how cities are managed.

"Day and night changes in the city and affects citizen schedules," the publisher explained. "Traffic is visibly slower at night and some zoned areas do not work with full efficiency, further easing the traffic. Service vehicles move around as usual."

Other changes in the expansion are Leisure Specialization for commercial areas, which will make them more active at night, and Beach Specialization, which will enable "beach activities" in commercial areas such as beach bars and restaurants along the shoreline. City services are also being expanded: Criminals will be transported from police buildings to prison, taxis will hit the streets, and an international airport will allow for much greater volumes of traffic than the current model.

Released in March, Cities: Skylines handily out-citied SimCity and became a surprise hit, setting a Paradox sales record and quickly racking up more than one million units sold. In July, developer Colossal Order said it intended to support the game "as long as we possibly and technically can." A release date for After Dark hasn't been announced, but Paradox says it's "coming soon."

Cities: Skylines - contact@rockpapershotgun.com (Adam Smith)

Delving into the glamour, glitz and grime of nightlife, Cities: Skylines’ first expansion, After Dark, introduces revamped crime mechanics, specialised commercial areas, beachfront entertainment and a day/night cycle. We’ve been looking at the expansion in the company of developers Colossal Order.>

… [visit site to read more]

Cities: Skylines - TotalyMoo
Greetings Chirpies!

As most of us are leaving on summer vacation the coming week(s) we figured it was a good idea to give you something to play with until we're back in action come August. I had a sit down with Jonathan (Azurespecter) and he suggested we'd host a competition for our awesome asset creators - so here we are - doing just that. With no further ado I present to you...

The Extravagant Large-Sized Monument And Or Statue Contest
Or, for short, The Extremely Monumental Production Task Eloquently Delivered - TEMPTED.



The goal of this competition is to create a city monument that is the World's Biggest of something. These type of monuments serve as tourist attractions and bragging rights for cities. Be creative, because you certainly wouldn't want another modeller to make the same thing, but bigger, than yours!

For example...
World's Biggest Buffalo
http://www.roadsideamerica.com/attract/images/nd/NDJAMbuf.jpg
World's Largest Shuttlecock
http://www.roadsideamerica.com/attract/images/mo/MOKANshuttlecks_tamony.jpg
World's Tallest Rollercoaster
https://www.giorgiobrutini.com/sites/default/files/Kingda_Ka_Overview.jpg

Prizes
Our most gracious and sincere thanks to Webhallen.com for supplying us with this hardware.

1st place:
ASUS GTX 980 4GB

2nd place:
Razer Kraken 7.1 Headset
Razer Deathadder Chroma mouse
Razer Blackwidow Chroma keyboard
Razer Firefly mousepad (yes that's a backlit mousepad, it's ridiculous)

3rd place:
Razer Deathadder Chroma mouse
Razer Blackwidow Chroma keyboard


PLEASE READ THE RULES CAREFULLY!
  • Model must be under 4,000 tris, LOD under 200
  • You may advertise your model, but spamming any community or forum is not acceptable. Getting removed/disciplined for spam on a 3rd party site may lead to judges invalidating your entry.
  • No obscene or graphic models. Keep it clean!
  • You are allowed to participate with as many models as you wish (they will be judged individually).
  • Your entry MUST be tagged with #TEMPTED in the Steam Workshop TITLE to be eligible.
  • If we (Paradox) suspect vote manipulation we maintain the rights to disqualify entries.
  • Winners must be able to supply us with their home address & shipping location within a week of finishing the contest.
  • Your model MUST BE in the unique building category. It does not need to hold any particular gameplay functionality or values, nor does doing so disqualify it.
  • Models uploaded to the Workshop prior to 00:01 July 16th GMT+2 will be disqualified.
  • Your building may NOT portray or copy anything that is currently trademarked or under copyright, meaning no brands that aren't Paradox affiliated (unless you are able to display that brand owner's written permission).
  • ONLY original models, you may not submit another persons work, be it modified or as-is.

The contest will run in two stages.

Stage one: Production
This starts July 2nd and ends July 15th. We have opted to give everyone participating the same shot at producing something of great quality and not reward only the fastest asset creators.
During this time you are not allowed to upload your asset on the Steam workshop or any third party site. Users are allowed to talk about their creations, share images and discuss progress.

Stage two: Workshop voting
Running from 00:00 the night between July 15-16 GMT+2/CEST to midnight on July 22nd (so it ends as us Swedes pass into the 23rd). This is the part where your model will be judged by the public. Popularity is valued by the amount of subscriptions you have at the end date of stage two.
There will be a contest thread on Paradoxplaza where you are allowed to post your workshop entry once to spread the word.

The top three most subscribed participating assets will be crowned winners.

#TEMPTED will be moderated and managed by Jonathan/Azurespecter as I'm on vacation.

That's it! Go! Be creative! We're really looking forward to seeing your results!


Cheers,
The Skylines Team
Cities: Skylines - TotalyMoo
Greetings Chirpies!

As most of us are leaving on summer vacation the coming week(s) we figured it was a good idea to give you something to play with until we're back in action come August. I had a sit down with Jonathan (Azurespecter) and he suggested we'd host a competition for our awesome asset creators - so here we are - doing just that. With no further ado I present to you...

The Extravagant Large-Sized Monument And Or Statue Contest
Or, for short, The Extremely Monumental Production Task Eloquently Delivered - TEMPTED.



The goal of this competition is to create a city monument that is the World's Biggest of something. These type of monuments serve as tourist attractions and bragging rights for cities. Be creative, because you certainly wouldn't want another modeller to make the same thing, but bigger, than yours!

For example...
World's Biggest Buffalo
http://www.roadsideamerica.com/attract/images/nd/NDJAMbuf.jpg
World's Largest Shuttlecock
http://www.roadsideamerica.com/attract/images/mo/MOKANshuttlecks_tamony.jpg
World's Tallest Rollercoaster
https://www.giorgiobrutini.com/sites/default/files/Kingda_Ka_Overview.jpg

Prizes
Our most gracious and sincere thanks to Webhallen.com for supplying us with this hardware.

1st place:
ASUS GTX 980 4GB

2nd place:
Razer Kraken 7.1 Headset
Razer Deathadder Chroma mouse
Razer Blackwidow Chroma keyboard
Razer Firefly mousepad (yes that's a backlit mousepad, it's ridiculous)

3rd place:
Razer Deathadder Chroma mouse
Razer Blackwidow Chroma keyboard


PLEASE READ THE RULES CAREFULLY!
  • Model must be under 4,000 tris, LOD under 200
  • You may advertise your model, but spamming any community or forum is not acceptable. Getting removed/disciplined for spam on a 3rd party site may lead to judges invalidating your entry.
  • No obscene or graphic models. Keep it clean!
  • You are allowed to participate with as many models as you wish (they will be judged individually).
  • Your entry MUST be tagged with #TEMPTED in the Steam Workshop TITLE to be eligible.
  • If we (Paradox) suspect vote manipulation we maintain the rights to disqualify entries.
  • Winners must be able to supply us with their home address & shipping location within a week of finishing the contest.
  • Your model MUST BE in the unique building category. It does not need to hold any particular gameplay functionality or values, nor does doing so disqualify it.
  • Models uploaded to the Workshop prior to 00:01 July 16th GMT+2 will be disqualified.
  • Your building may NOT portray or copy anything that is currently trademarked or under copyright, meaning no brands that aren't Paradox affiliated (unless you are able to display that brand owner's written permission).
  • ONLY original models, you may not submit another persons work, be it modified or as-is.

The contest will run in two stages.

Stage one: Production
This starts July 2nd and ends July 15th. We have opted to give everyone participating the same shot at producing something of great quality and not reward only the fastest asset creators.
During this time you are not allowed to upload your asset on the Steam workshop or any third party site. Users are allowed to talk about their creations, share images and discuss progress.

Stage two: Workshop voting
Running from 00:00 the night between July 15-16 GMT+2/CEST to midnight on July 22nd (so it ends as us Swedes pass into the 23rd). This is the part where your model will be judged by the public. Popularity is valued by the amount of subscriptions you have at the end date of stage two.
There will be a contest thread on Paradoxplaza where you are allowed to post your workshop entry once to spread the word.

The top three most subscribed participating assets will be crowned winners.

#TEMPTED will be moderated and managed by Jonathan/Azurespecter as I'm on vacation.

That's it! Go! Be creative! We're really looking forward to seeing your results!


Cheers,
The Skylines Team
Cities: Skylines

It shouldn't be a surprise, given that it's sold over one million copies, but Cities: Skylines developer Colossal Order has pledged to support the game for "as long as we possibly and technically can while people enjoy playing."

In a huge TechRadar interview, CEO Mariina Hallikainen talks about the overwhelming success of the Paradox-backed citybuilder, as well as the work undertaken by the community through mods.

In recognition of the game's support, Hallikainen explains that they won't move on to a sequel until it doesn't make sense to continue supporting last March's release.

"I think the point where we have to move on to a sequel is when the technology is in such a state that it doesn't make any sense to continue working on Cities: Skylines," Hallikainen says. "I'm hoping that will be some years in the future because there's so many ideas we want to add to the game before going there."

As for what's next for the game, Hallikainen says, "We're going to be focusing on some great expansions and getting free updates out to generally improve the game. We're also very focused on improving the modding tools to allow them to do even cooler stuff."

More information is due out at Gamescom, this August. The game's most recent patch brought new buildings and pedestrian tunnels.

Thanks, VG247.

Cities: Skylines

A new Cities: Skylines patch brings 30 new buildings, pedestrian tunnels, better auto-save functionality and a tonne of bug fixes, according to an announcement on the Paradox website. The patch addresses a bunch of mod-related bugs, which means some installed mods will be affected until their creators have made a few adjustments. 

The bug fixes include trains no longer getting stuck on map borders, de-zoned areas no longer magically re-zoning themselves, and a long list of more subtle fixes. It's also possible to unsubscribe from all mods at once now, which will come in handy as modders work to fix their wares to accommodate the new patch. 

"Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b," the post reads. "We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here."

The full patch notes are over here. In the meantime, why not check out some of the most hellish cities ever created in Cities: Skyline, or see what happens when you build a city with only one house

Jul 1, 2015
Cities: Skylines - TotalyMoo


Greetings my dearest Chirpies!

Today we are very happy to bring you a bug-fixing oriented patch aimed to address some of the most common issues and points of feedback. Of course, as with any patch, not every problem has been solved - yet we're satisfied with the list of fixes that has been achieved.

Once again we would like to give you all our most heartfelt thanks for the amazing amount of feedback, bug reports and support you've been giving us. It helps us greatly not only with information but also motivation.

Mod compatibility in 1.1.1b
Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b. We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here.

Meanwhile we'll be doing our best to list the known incompatible popular mods below.
  • Traffic++ (mod creators are notified)

Patch notes
  • Added 30 new buildings (growables)
  • Added tunnels for Pedestrian path
  • Improved error handling for when a mod does unholy operations
  • Added "unsubscribe all" button in the Steam Workshop category in Content Manager
  • Fixed De-zoning areas sometimes results in zoned tiles reappearing
  • Fixed trains stuck to map borders
    • Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
  • New option panel layout
  • Auto-save option added for games
  • Graphics: visual glitches with pavement on steep slopes fixed
  • Fixed polish UI audio volume not fitting the Options panel
  • Fixed the keymapping in all languages not fitting to fit on 2 lines
  • Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
  • Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
  • Fixed mouse wheel to scroll the build toolbar
  • Added shutter sound to snapshots in map editor
  • Fixed left and right mouse button references in all languages
  • Ability to reset keybindings to default without losing all other settings
  • Installing multiple workshop items at once should not freeze the game anymore
  • Dedicated options space for mod settings (IUserMod.OnSettingsUI(), added checkbox, button, slider and dropdown support) - http://www.skylineswiki.com/Mod_Options_Panel
  • Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
  • Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
  • Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
  • Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
  • Asset editor: Removed color variation property from trees since it is not used by the game
  • Asset editor: Optimizations on saving/loading custom assets
  • Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
  • Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
  • Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
  • Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
  • Asset Editor: Railtracks now available in Intersection editor
  • Asset Editor: Loading an asset does not reset the previously entered description
  • Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
  • Design: Now possible to see what all future milestones unlock
  • RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.
  • Fixed trucks stop and wait outside cargo train station, blocking traffic
  • Added population info in the load panel for new save games
As per usual, please let us know if you experience any new issues with this patch.

Regards,
Your friends at CO and Paradox
Jul 1, 2015
Cities: Skylines - TotalyMoo


Greetings my dearest Chirpies!

Today we are very happy to bring you a bug-fixing oriented patch aimed to address some of the most common issues and points of feedback. Of course, as with any patch, not every problem has been solved - yet we're satisfied with the list of fixes that has been achieved.

Once again we would like to give you all our most heartfelt thanks for the amazing amount of feedback, bug reports and support you've been giving us. It helps us greatly not only with information but also motivation.

Mod compatibility in 1.1.1b
Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b. We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here.

Meanwhile we'll be doing our best to list the known incompatible popular mods below.
  • Traffic++ (mod creators are notified)

Patch notes
  • Added 30 new buildings (growables)
  • Added tunnels for Pedestrian path
  • Improved error handling for when a mod does unholy operations
  • Added "unsubscribe all" button in the Steam Workshop category in Content Manager
  • Fixed De-zoning areas sometimes results in zoned tiles reappearing
  • Fixed trains stuck to map borders
    • Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
  • New option panel layout
  • Auto-save option added for games
  • Graphics: visual glitches with pavement on steep slopes fixed
  • Fixed polish UI audio volume not fitting the Options panel
  • Fixed the keymapping in all languages not fitting to fit on 2 lines
  • Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
  • Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
  • Fixed mouse wheel to scroll the build toolbar
  • Added shutter sound to snapshots in map editor
  • Fixed left and right mouse button references in all languages
  • Ability to reset keybindings to default without losing all other settings
  • Installing multiple workshop items at once should not freeze the game anymore
  • Dedicated options space for mod settings (IUserMod.OnSettingsUI(), added checkbox, button, slider and dropdown support) - http://www.skylineswiki.com/Mod_Options_Panel
  • Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
  • Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
  • Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
  • Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
  • Asset editor: Removed color variation property from trees since it is not used by the game
  • Asset editor: Optimizations on saving/loading custom assets
  • Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
  • Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
  • Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
  • Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
  • Asset Editor: Railtracks now available in Intersection editor
  • Asset Editor: Loading an asset does not reset the previously entered description
  • Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
  • Design: Now possible to see what all future milestones unlock
  • RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.
  • Fixed trucks stop and wait outside cargo train station, blocking traffic
  • Added population info in the load panel for new save games
As per usual, please let us know if you experience any new issues with this patch.

Regards,
Your friends at CO and Paradox
Cities: Skylines

We recently received a free update for Cities: Skylines in the form of European buildings and maps to use them in. Thing is, these new buildings will only grow in the European-themed maps. They won't show up in the cities you were building before the update, or in maps with other themes.

Modders, of course, have found a way to eliminate that peculiar restriction. There are two mods you'll need, the first of which is European Building Unlocker, by modder BloodyPenguin, which unlocks all the new European buildings and props for use in any map you want. This includes the buildings that grow in zoned areas, as well as the ones you place, like the European-style police stations, colleges, and so on. It also allows you to use the original buildings on any of the new Euro maps.

The second mod is Building Themes by modder boformer. This mod adds a 'Theme' tab to your districts panel that lets you control which districts the residential, commercial, and industrial European buildings will grow in. If you don't want the European buildings sprouting up all over the place, now you can specify where you'd like to see them.

Essentially, you can now play with those cool European buildings in whatever city and map you want, and dictate where they'll appear. Plus, if you change your mind about a district, you can just switch the theme. If there are buildings already in the district, they won't vanish, but will change to match the new theme the next time they level up. Pretty cool.

I tried the mods out on an old city of mine that I haven't played with in the past few months, and it works great. I just laid down some new residential and commercial zones on the map, used the new European district theme, and waited. Sure enough, European buildings began to grow, and I was able to place specialty buildings like fire stations and schools as well.

The Building Theme mod is in beta, and the modder is planning to add a theme manager tool, to allow players to create their own theme that can be used with custom assets. You can subscribe to both the Building Themes and European Buildings Unlocker mods on the Steam Workshop.

Cities: Skylines - TotalyMoo
Greetings Chirpies!

Last time I wrote an official update we mentioned competitions. We're fans of staying true to what is said, so with no further ado we have teamed up with a site called Claimony and their partner Logitech for the first summer competition!

In short; build a city (Claimonyville) that is as creative, fun, good looking, interesting, well working - whatever - as you want and tweet it to us. In a week the people at Claimony will chose a winner that gets sweet sweet hardware.
  • Logitech G930 Wireless Gaming Headset
  • Logitech G910 Orion Spark
  • Logitech G502 Proteus Core
You'll need to sign up to their site in order to participate. Good thing is that will let you get points for your Steam achievements too (5x during the competition dates) which can be used to claim other prizes... and maybe get the surprise package!

Dates: June 22-28

How to:
  • Create your representation of Claimonyville: the most rewarding city in the world
  • Upload a screenshot to twitter with your Claimony username, #CitiesSkylines, #Claimonyville and a short note on your interpretation
Link to competition site.

On future competitions: we're aiming to run more stuff during the summer. Some things aimed at modders, some that everyone can participate in. If you can't join in on one - please feel free to give us (me/Azurespecter) constructive feedback on what you'd like to do and maybe we'll find something that appeals to your audience in a future format.

Cheers,
John
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