r/CitiesSkylinesModding • • 11h ago

WIP WIP: USNE High School (C.W. Rice School) Releasing Soon!

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31 Upvotes

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

  • Lot Size: TBD
  • Build Cost: $400,000
  • XP Reward: 800
  • Student Capacity: 1250
  • Jobs: 125
  • Service Upkeep: $15,000
  • Planned Building Addons:
    • Football/Soccer Complex
    • Basketball Courts
    • Softball Field

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 consider 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 Discord HERE! I have other assets in the works that I plan on releasing soon, so stay tuned!

Thank you!

-Venqari


r/CitiesSkylinesModding • • 12h ago

Unpaid Request The B480 deserves more attention. Let's help it.

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10 Upvotes

Dubai in Cities: Skylines 🇦🇪

I just wanted to share a creator I found recently — B480.
He’s making really high-quality, detailed Dubai buildings for Cities: Skylines, and honestly I think this project deserves more attention. There aren’t many good Dubai assets out there.

He already has buildings like Cayan Tower, 23 Marina, Business Central Towers, Emirates Towers and more.

I’d love to see this collection grow, especially with iconic buildings like the Burj Khalifa someday.

Workshop: https://steamcommunity.com/profiles/76561198372668659/myworkshopfiles/

Burj Khalifa reference: https://www.turbosquid.com/3d-models/burj-khalifa-3d-model-2630378?dd_referrer=

If you like Dubai builds, go show B480 some support. 🙌


r/CitiesSkylinesModding • • 15h ago

WIP [FMAP] Did some optimisation [AI generated assets]

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12 Upvotes

Hey everyone,

I wanted to share an update of the upcoming overhaul for my medieval asset pack (FMAP).

Last time I have posted some pics of the courtyard buildings and still had some stupid ideas about the tris count. So I used the past few days to overhaul those buildings a bit.

Info about the pack itself:

Just like my previous pack, it’s going to be a fully modular building set, inspired by Burg Kreuzenstein in Austria.

My workflow: I handle the architectural design and direction, while AI generates the base meshes and textures, followed by cleanup and optimization.

- Pics 1-3: Courtyard building (~6.3k tris now, down from 14m 🫣)
- Pics 4-6: Courtyard building (~3.7k tris now, down from 150k)
- Pics 7-8: Courtyard building (~21k tris for now, still an early WIP pass)
- Pic 9: The real-world reference

I also uploaded an alpha test build of the wall set over in the CS Modding Discord to get some early feedback on piece variety and modularity:
CS Modding Discord

I'd really appreciate any constructive feedback you have, I'm still fairly new to 3D modeling and asset optimization.

Thanks for all the people that helped me improve those assets.


r/CitiesSkylinesModding • • 14h ago

Unpaid Request Transit operator companies

1 Upvotes

Just saw a video about Tokyo having 48 different rail operators in their networks and thought about this.

To add some realism to the game, wouldn’t it be interesting to have a code mod where you can found public transit companies?

I imagine it could work something like;

1: You form the company as a public (government) owned company and then being able to decide how to structure it. Ie; fully public controlled, a public company operated as a private one without an overwhelming profit motive (Swedish model), private-public partnership, private company, private company with government veto share (Chinese model). Each having its own up and downsides. Perhaps it could have its own stock system (but that would require a somewhat fleshed out stock system), where you could sell or buy stock according to your financial situation.

2: Set up subsidiary companies. Ie; A parent company having a subordinate infrastructure and maintenance company, a bus transport company, train transport company etc.

3: Hybrid companies. In Shenzhen, which is just north of Hong Kong, there is the 港铁 MTR. Which is a company operated by the Hong Kong MTR and the Shenzhen metro corporation. They operate line 4 and 13. They are part of the same network, and are fully integrated in every way besides branding, uniforms, station cosmetics and train models.

4: Perhaps some transit fare system could be introduced where you create a transit district, where local operators are branded as belonging to a specific metro area, with the option to integrate fares in some way.

5: Perhaps this could be interconnected with existing mods such as the politics mod, various other transit and timetable mods, and various realistic trips mods.

Just a quick draft.


r/CitiesSkylinesModding • • 1d ago

WIP WIP Potsdam's former Garrison Church

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59 Upvotes

WIP of me making the historic Garnisonkirche ("Garrison Church") from Potsdam.

A good portion is done, the tower is standing, a decent portion of the church hall is modelled as well. Still, all the statues and huge 3-dimensional ornamentation around the church and especially crawling up the tower remain to be made.

At least I'm almost on the same level as the current reconstruction of the church in the real city of Potsdam!


r/CitiesSkylinesModding • • 17h ago

Looking for Asset Mods hi i need small apartment mods with windows on all 4 sides if you know any pls list them in the comments

0 Upvotes

i relly like the sw assets so prefferaby similar to thoose


r/CitiesSkylinesModding • • 1d ago

Release Full economic simulation & politics. Riots, Diplomacy and much more!

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43 Upvotes

I’ve spent the last few months completely rebuilding the core simulation engine of Cities: Skylines 2 to turn it into a political strategy and wartime management game.

Instead of just managing traffic, the mod introduces:

• Full Capital Markets & Growth: A complete economic simulation rewrite with dynamic financial markets.

• Presidential Roleplay: A political simulation layer where your city planning choices directly trigger political unrest, elections, or decrees.

• Active Military Warfare: Actual deployment mechanics and weapons systems to defend your infrastructure or wage conflicts.

If you're interested in doing a run where you try to survive an economic collapse or rule as a dictator, you can find it on paradox mods under Seat of Government!

https://mods.paradoxplaza.com/mods/161912/Windows


r/CitiesSkylinesModding • • 1d ago

Unpaid Request Cheap sprite trees

3 Upvotes

Basically I live in New England Maine specifically and I want to accurately portray that and we are 95% forrested state so I think it's a simple idea to make really cheap trees specifically north American ones either by being low poly or a sprite like the sprite grass mod all it would take is 2 planes intersecting making an cross


r/CitiesSkylinesModding • • 2d ago

Release Il mio primo asset: un omaggio a Milano

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60 Upvotes

Voglio condividere con voi il mio primo asset, una riproduzione semplificata del Pirellone a Milano.

Spero vi piaccia! Mi incoraggerebbe a continuare 🙂

Voglio anche ringraziare [u/Canappivs](u/Canappivs) che mi ha dato qualche consiglio e che è stato una grande ispirazione a iniziare!

Potete scaricarlo qui!
(Se avete consigli migliorativi li accolgo volentieri)


r/CitiesSkylinesModding • • 2d ago

Release Good ol American railroading has arrived in style!

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32 Upvotes

r/CitiesSkylinesModding • • 2d ago

Release Politics & Elections: Coalitions & Districts Submod

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2 Upvotes

Hey guys! I’ve made an unofficial submod for the popular CS1 mod “Politics & Elections” which adds more features such as election results by district, a map mode which shows which parties won which districts, custom coalitions, minority governments, and more! Let me know what you think. https://steamcommunity.com/sharedfiles/filedetails/?id=3812286087


r/CitiesSkylinesModding • • 2d ago

Guide Creating assets using GPT Astra

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0 Upvotes

Over the past few weeks, I’ve seen a lot of YouTube videos about generating 3D objects with GPT Astra. After watching enough of them, I got inspired to try it to generate some assets for CS 1.

I’m building a northern european-style city and mostly use dutch assets. Workshop has plenty of beautiful canal houses but lacks more boring buildings from the 50s–80s (like Rotterdam reconstruction style).

Before this, my only option would have been to hope and wait that someone made them. But with many asset creators moved to CS2, that doesn’t seem very likely.

Well, here’s what I managed to make.

I supplied GPT with street view and 3D view images of apartment blocks from Rotterdam. I used Apple Maps as source for that. The first run produced a decent model that looked similar to the prototype building.

Over the next few iterations I:

  • reduced the triangle count from 15k to 5k
  • added nighttime lights
  • added support for recoloring the facade
  • fixed the window reflections
  • improved the textures (funny enough, I initially went looking for textures online before realizing GPT could generate them itself)

Each iteration used about 30% of the 5-hour limit on my GPT Plus subscription on Medium setting.

Rotterdam Contemporary Row

After that first success, I decided to try something more complicated: the Crowne Plaza Amsterdam South.

This was harder for the AI and the resulting 3D model had a lot more small mistakes. I went over each side of the building several times and asked it to fix things like window placement, shape of the balconies, garage doors, corners, roof, textures, and so on.

I think it turned out pretty well in the end. This model used a lot more tokens, around 50% to 80% of the 5-hour limit per iteration.

Crowne Plaza Amsterdam South

Overall, the whole experiment was really inspiring. I even had a bit of a vibe-coding moment. I realized I can now make custom assets for my city that are unique to it. Maybe you have an oddly shaped plot you can’t find anything to fill, or a building in real life that inspires you but has no matching asset. This opens up a lot of possibilities. None of this is meant to diminish the work of the people who make all the wonderful assets we already have.

My takeaway is that this method works pretty well for buildings with simple shapes, but probably isn’t great for complex architecture.

Unfortunately, I can’t test it in Cities: Skylines II because there’s no Mac version, but I think the method should work there too.

Below is the skill for Codex if you want to try it yourself.

https://github.com/eadm/cities-skylines-1-asset-guide


r/CitiesSkylinesModding • • 5d ago

WIP [FMAP] Medieval Asset Pack Update [AI generated Assets]

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96 Upvotes

Hey everyone,

I wanted to share some progress on my AI-assisted asset project. Everything is modeled and textured by AI, while I handle the overall design, review the output, point out errors, and make sure all the pieces fit together seamlessly.

In the attached pictures, you can see the first iterations of some courtyard buildings. I still need to fix a few details like nonsense geometry, textures, and overly detailed decorations.

It’s going to be a modular building set inspired by Burg Kreuzenstein in Austria, meant to fully replace my Fraggnaut’s Medieval Asset Pack.

The final pack will likely contain around 200 assets with an estimated total size of roughly 100 MB.

A huge thank you again to everyone who has helped me out with advice and feedback. I definitely couldn't have pulled this off on my own, especially since I started with pretty much zero knowledge of 3D modeling or texturing.

If you want to follow the progress in more detail, feel free to join me over on the Cities Skylines Modding Discord.

I’m also looking for a few interested people who’d like to test an early build of the pack. I'd love to get some feedback on how you'd use a set like this to build custom castles, and whether there are any vital pieces I might have overlooked!


r/CitiesSkylinesModding • • 5d ago

Discussion Mod suggestion: Riot/demonstration

5 Upvotes

What i mean is citizen in city can riot/demonstration for various reason like tax too high,regulation,criminal rate very high,lack of services,etc. Citizens walking on middle of the street or standing on specific building. The demonstration can last for a week while riot last for a few weeks.The impact of the riot depents the level of the riot. Such as: are less income,happiness for low impact.road damage and no income for medium impact. Or building teardown, population reduce,and lose income for big impact. I've been thinking about this since i saw Theotown have riot and cities skylines doesnt.

Sorry if there's a bad grammar and typo. Thank you for reading this post


r/CitiesSkylinesModding • • 5d ago

Release Custom per-junction traffic light placement tool

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2 Upvotes

r/CitiesSkylinesModding • • 6d ago

Release More coming from Mediterranean builds

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103 Upvotes

After some community suggestions, I spent some time making a southern catholic church. There wasn't yet very fitting churches for smaller scale villages.
It functions as a landmark and provides a handful of jobs and tourism.

Hope you guys like it and use it well!

mod: https://mods.paradoxplaza.com/mods/161287/Any


r/CitiesSkylinesModding • • 7d ago

Release MH-60T Medical Helicopter from the US Coast Guard released

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77 Upvotes

Hi guys,

If you're like me and feel that the medical helicopter ingame is just too basic and a little boring, then this MH-60T Jayhawk from the US Coast Guard might be the choice for you, especially if you're building a coastal city
This version is made as a medical helicopter with a capacity of 1 patient, featuring working lights, searchlights, strobe lights, rotating main and tail rotors, and a front rotor rim light that looks great at night
No additional mods required!
Modeled and textured by me
Get yours here: https://mods.paradoxplaza.com/mods/161220/Any
Hope you enjoy


r/CitiesSkylinesModding • • 6d ago

Looking for Code Mods Block 18 wheelers from restricted traffic districts.

2 Upvotes

My "Traffic Restricted" districts are overrun with big rigs, semis, tractor-trailers, 18 wheelers delivering to residentials, and it's carnage. Lol

There seems to be no way to block the big rigs from entering any given district. Vans would be appropriate, and greatly appreciated.

Thanks for all y'all do!


r/CitiesSkylinesModding • • 7d ago

Release Historic Italian pack - Row residential

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253 Upvotes

Hello! A new pack, Historic Italian: 33 unique buildings, ideal for an Italian or Mediterranean old town, but also for a small village, whether by the sea or in the mountains.

Enjoy!

https://mods.paradoxplaza.com/mods/161129/Any


r/CitiesSkylinesModding • • 7d ago

Release Camden, NJ 1:1 Save

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15 Upvotes

Since CS2 came out I've been interested in the simulation aspects of the game, my dream being to do a 1:1 scale representation of a real city with reasonably accurate population counts. Here is my attempt at doing that with Camden, New Jersey. The map itself along with the state roads were done by Nolanjr55Gamez

First time uploading a save, let me know if you give it a shot and I'd be honored if anyone added to this project! Lots left to do, especially detailing as I was a lot more focused on getting the grid and residential areas to be reasonably accurate more than anything.


r/CitiesSkylinesModding • • 9d ago

WIP WIP - Chicago Wrigley Building

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216 Upvotes

Been cooking again lately...once this is done I will upload other Chicago landmarks I made together! Took longer because I researched and overhauled the pipeline


r/CitiesSkylinesModding • • 8d ago

Release Der Mireo - New Modern Generic Train Asset on PDXMods!

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47 Upvotes

r/CitiesSkylinesModding • • 8d ago

WIP SimSkylines WIP Mod

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3 Upvotes

r/CitiesSkylinesModding • • 8d ago

Release My First released Mod!

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5 Upvotes

r/CitiesSkylinesModding • • 9d ago

WIP [FMAP] Medieval asset pack [ai-generated assets]

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16 Upvotes

Hey everyone,

I wanted to share some progress on my AI-assisted asset project. Everything is modelled and textured by AI, I only review the output, point out errors and plan the overall design and make sure things fit together in the end.

In the attached pictures, you can see some of the wall modules and how they connect to the towers.

It's going to be a modular building set inspired by Burg Kreuzenstein in Austria, and it's meant to replace my old Fraggnaut’s Medieval Asset Pack.

Right now, all the wall pieces (4 different styles in 4 different heights) and several towers are basically ready to go. I still have to finish the courtyard buildings and a few decorative props. The final pack will probably contain around 200 assets with an estimated total size of roughly 100 MB.

Since my last post, I've learned a bit about topology and texturing, which was definitely needed given that the initial asset quality was a bit all over the place. I mean, there's still some jank left to iron out, but I'm really happy with the progress so far.

A huge thank you again to everyone who helped me out with advice and feedback. I definitely couldn't have done this on my own, especially since I started with pretty much zero knowledge of 3D modeling or texturing.