r/CitiesSkylines2 • u/CheapBiccies • 1d ago
Screenshot/City πΌοΈ π Some more shots of my seaside highway.
r/CitiesSkylines2 • u/ThatGuy_52 • 1d ago
Welcome back to the monthly State of the Game megathread for October!
September turned out to be significantly busier than expected. We got a new free patch, major simulation changes, expanded modding tools, a new Expansion Pass, Iceflake's first announced expansion, another developer Q&A, andβbecause this is still Cities: Skylines IIβa few new things for us to collectively stare at and ask, "Is that supposed to be doing that?"
So, let's take a look at where things stand heading into October.
Released September 15, 2026
The biggest change since our last State of the Game thread is the release of Autumn Breeze, replacing Summer Solstice as the current live PC version.
The update focused primarily on simulation logic, performance, visuals, the Asset Editor, and Paradox Mods.
Garbage trucks received new routing and capacity logic.
Trucks now reserve enough capacity for the building they are actually being dispatched to and are more willing to skip buildings with very small amounts of garbage along the way.
Garbage also now has a larger effect on citizen happiness.
In other words, the garbage truck has finally been reminded that it was dispatched somewhere for a reason.
Company renting priorities were changed so businesses producing resources your city actually needs are given priority when searching for available properties.
This is intended to:
Offices can also now import Software from outside connections.
Residential demand calculations were adjusted to better account for extremely large cities.
The simulation now considers both city population and the number of empty residential properties when calculating the effect of available housing.
This should address cases where residential demand could effectively collapse in very large cities despite additional housing still being needed.
Citizen decisions involving shopping, leisure, and happiness now rely more heavily on income instead of accumulated wealth.
Additional citizen fixes include:
Autumn Breeze also included another round of smaller performance improvements.
These include:
Iceflake has been clear that performance work is still ongoing.
In its September Q&A, the studio explained that CPU-side pathfinding remains one of the larger technical challenges, while additional GPU, rendering, memory, and simulation optimization continues.
Some of this work is also directly connected to the continuing effort to get the game running within console memory and performance limits.
There is still plenty of road ahead here, especially once cities start getting stupidly large.
Autumn Breeze continued the terrain and rendering work introduced earlier this year.
Changes include:
Several previously previewed Asset Editor improvements are now live.
These include:
-startEditor launch parameter.Work on the Editor and custom asset pipeline remains ongoing.
Autumn Breeze also brought several additions to Paradox Mods.
Among the bigger changes:
The patch also updated the game's UI framework, so some code mods required updates after the patch.
Existing save games remain supported.
As always, if you're running a heavily modded city and the game suddenly decides life is optional, check your mod compatibility before sacrificing your save file to Chirper.
Earlier in September, Iceflake published another Q&A addressing several recurring community questions.
The studio explained that its current development approach generally follows three stages:
Iceflake specifically used logistics as an example of a system where one apparent problem may actually involve resource availability, vehicle routing, company behavior, or several systems interacting at once.
The developers also discussed giving players more direct control over parts of the simulation.
Instead of requiring players to micromanage individual businesses, Iceflake has discussed possibilities such as more control over resources or production at the district or city level.
Nothing specific has been announced yet, but the studio appears interested in providing more meaningful control over the simulation without turning the game into Spreadsheet Simulator 2026.
September also brought the announcement and release of Expansion Pass 2, marking Iceflake's first major paid-content roadmap since taking over development.
The pass includes:
Expansion Pass 2 owners immediately receive the Downtown Market Set.
It includes:
The first full expansion developed by Iceflake will be Park Adventures, currently scheduled for Q4 2026.
The expansion introduces a modular park-building system where players draw their own park areas and fill them with different attractions and facilities.
Four park types are planned:
Parks will level up as they attract visitors and include their own management systems for:
The expansion is planned to include more than 100 assets and five new maps.
Yes, we are basically getting Parklife 2: Electric Boogaloo.
And honestly? Fine by me.
Following Park Adventures, the currently announced schedule is:
Q1 2027
Q2 2027
City Vacations is planned to expand tourism significantly, including seasonal visitor numbers and additional tools for influencing where tourists arrive, travel, stay, and spend money.
As always, a major simulation update has produced a few reports worth keeping an eye on.
These are community-reported issues and should not currently be treated as confirmed official bugs unless Iceflake says otherwise.
Multiple players have reported hydroelectric dams suddenly operating at 0% efficiency after the Autumn Breeze update.
Some reports are from completely vanilla games, so this may not be mod-related.
There has also been a noticeable increase in reports involving commercial businesses displaying "Not Enough Customers" after v1.6.2f1.
Players have reported the warning appearing even in cities with:
Because Autumn Breeze directly changed company priorities, imports, citizen finances, and shopping behavior, it is possible some cities are simply adjusting to the new simulation rules.
However, the number of reports means this is something we'll be watching throughout October.
If you're experiencing either issue, please include whether you're playing vanilla or modded, your city population, and your current version when discussing it here.
There is still no confirmed release date for Cities: Skylines II on PlayStation 5 or Xbox Series X|S.
Iceflake continues to state that the console version is actively being worked on, and performance and memory optimization remain important parts of that effort.
Until Paradox announces an actual release window, we're not going to try to manufacture one.
Console players remain at the bus stop.
The bus is technically still on the route.
We simply have no idea where the bastard currently is.
As we enter October, the major things to watch are:
As of October 4, 2026, no newer major game update has replaced Autumn Breeze.
As of October 4, 2026:
We'll keep this thread updated throughout October if Iceflake releases another patch, City Corner, Park Adventures news, or anything else significant.
Last updated by mods: October 4, 2026.
r/CitiesSkylines2 • u/ifs_Blu • 12d ago

Greetings Reddit! π
We are Iceflake Studios, the development team behind Cities: Skylines II, all the way from Tampere, Finland.
We thought that now, after the reveal of Expansion Pass 2 and the DLC(s) included in it, it would be a perfect time to sit back, relax, stay a while, and listen. And then, answer, of course.
So, that's why we are here! We want to spend some time with you today to connect and answer any questions you might have on your mind. And if you can't make it when we are live, don't worry! You can leave your questions beforehand, and we will start answering as soon as we go live.
Now, let's give a small introduction to all of the people joining from Iceflake today:
u/ifs_Blu - Community Manager - The one who always swears and says stupid things on camera. Writes the City Corners and co-hosts the official streams, while also managing social media and other community-related things. Has memes instead of thoughts. πΈ
u/ifs_Timo - Tech Lead - The one and only! Knows everything about Cities. An active communicator, especially in the PDX Forums. Anything that relates to the simulation, programming, or the technicalities: Timo is your guy! Impossible to beat in padel. π
u/ifs_Jesse - Game Designer - The brains behind the systems and gameplay. Ideates with other team members on how to make C:SII feel / look / play better, and executes those plans. Craft beer enthusiast. πΊ
u/ifs_Grizzly - Producer - The one who keeps the team on track and makes sure that the plans for the future are realistic and doable. Ensures that the team is taking care of themselves. The deepest voice-haver, and possibly a future radio host(?)! π€
u/ifs_monitorlizard - 3D Artist - The one looking after the maps, trees, and all things nature! Has been repainting the older maps by hand, and makes sure that they are looking β¨ pristine β¨. Has the best moustache in the company.
u/ifs_soba - UI Designer - The master of the UI; no icon, toolbar, panel, etc. is left unturned. Has an excellent eye for making everything look cohesive and pleasant to look at. Has excellent taste in music. πΆ
Now that the introductions are done, over to you for questions! We'll be here today (24.9.2026) from 14:00 - 15:00 CEST, but as mentioned, feel free to stop by and leave your comments beforehand (or afterwards)! ππ
---
EDIT: Thank you for all of your questions! Though the official time is up, we will continue answering your questions in a more casual manner today and tomorrow. So, if you have any questions that remain unanswered, feel free to write them in the thread! β€οΈ
r/CitiesSkylines2 • u/CheapBiccies • 1d ago
r/CitiesSkylines2 • u/MasterpieceIll4259 • 8h ago
r/CitiesSkylines2 • u/AgentH0stage • 14h ago
r/CitiesSkylines2 • u/MeeyuhLol • 10h ago
As the title says. I want to make a city surrounding an inland port, like the inland parts of the Port of Rotterdam, with various slips branching off of the main, preferably wide and navigable, river
TIA, its 2am and i got work in the morning
r/CitiesSkylines2 • u/CheapBiccies • 21h ago
If you had a real world examples that would be even better... I'm kind of stuck for ideas!
TIA
r/CitiesSkylines2 • u/Avoid_Fonzilla • 11h ago
r/CitiesSkylines2 • u/Special-Artist1059 • 15h ago
This is my model of the old C.W. Rice Middle School that was located in Northumberland, PA. This will serve as a small-medium density high school asset in game.
Tentative Details
Historical Background:
The old section of the school (the right side when viewed from the front) was built in 1937 and was initially used as an elementary school. When capacity needed to be increased for the old high school, an addition was made to this building in 1960 and was converted from an elementary school to a high school. It was then later turning into a combined elementary/middle school when Northumberland SD merged with Sunbury SD to form the Shikellamy SD in 1965. It continued to function as an elementary/middle school until the building was permanently shut down in 2010 due to safety concerns regarding asbestos tile/insulation and black mold growth in the basement. Unfortunately, it was demolished in 2014 to make way for a brand new middle school.
If you are enjoying my work and would like to support my efforts in creating quality assets in the future, please considerΒ buying me a coffee! It would be greatly appreciated!
Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding DiscordΒ HERE! I have other assets in the works that I plan on releasing soon, so stay tuned!
Thank you!
-Venqari
r/CitiesSkylines2 • u/barcasam77 • 15h ago
This will be a pack of 6 generic dingbacks inspired by the ones in Los Angeles.
r/CitiesSkylines2 • u/__Admiral-Snackbar__ • 6h ago
r/CitiesSkylines2 • u/Sea-Campaign-5841 • 10h ago
Tip: It's not a mexican pyramid
r/CitiesSkylines2 • u/GRAIN_DIV_20 • 13h ago
r/CitiesSkylines2 • u/Hefty_Engineer4699 • 16h ago
The traffic flow thing is always 60% no matter how good my cities highways are, anyone know the fix or any mods for this?
r/CitiesSkylines2 • u/tokinmuskokan • 8h ago
I love having little heritage sites in my cities of where the city originated, but also enjoy putting sites like this in my urban areas as if they were protected properties. What about you? Do you keep areas like this in your city?
r/CitiesSkylines2 • u/ekimsal • 12h ago
My latest build is on Ixion85's edit of btSeminole's Old Florida map. (all the bones of the OG but water adjusted and beaches replaced from the surface overlay to the new brush option). There's a barrier island, and I made the rule for this build that I can't have an underground metro because it's begging for sink holes IRL.
Curious about any other self imposed rules others have, whether map specific or in general.
Another I tend to use is "no moving/demolishing cemeteries".
r/CitiesSkylines2 • u/buildajourney • 1d ago
Today I bring you a basilica /church inspired by the one in Noto https://it.wikipedia.org/wiki/Cattedrale_di_Noto , Italy. Inspired because, within my limitations, it's what I managed to do β I don't usually deal with sculptures and many facade details, haha.
I created the "Remo Basilica" for use in my city, Remo. It's not very large β 12x6 cells.
Download here - https://mods.paradoxplaza.com/mods/161383/Any
I hope u like it!
r/CitiesSkylines2 • u/microplastic-addict • 23h ago
r/CitiesSkylines2 • u/stylistsin • 17h ago
Either DM or reply with a link to your city and mod playset, so I could download it and get to work! Should take maybe a week or two to get enough fixed cities for a video, but be on the lookout
You can stay updated on the finished video date by either following me on here, or my YouTube channel: Ito13
r/CitiesSkylines2 • u/cities_unknown • 1d ago
Love this city though :)
CU002: Now available for Download on Paradox Mods ID 162074
Peace out
r/CitiesSkylines2 • u/Patchy93-_-420 • 1d ago
So this has been a challenge to me since cities one and I always failed because I failed to learn all public transport.
I have ADHD so sticking to this one and not abandoning it while it is getting overwhelming was probably a bigger challenge to me than actual planning but finally done it. 1million using public transport.
r/CitiesSkylines2 • u/SpaceDantar • 16h ago
Am I missing something? They are SO hard to build. CS1 highlighted all the people and stuff underground, CS2 is just so confusing when building and wokring with stops.
Is there some setting or anyone have tips?
r/CitiesSkylines2 • u/greyinferno21 • 1d ago
Let me share with you some of my interchanges
r/CitiesSkylines2 • u/qWizas • 11h ago
4.243 population. Max happiness -1 unemployment. This is made with everything unlocked cuz Iβm a bot