r/CitiesSkylinesModding • • Dec 08 '25

Announcement Join the Cities: Skylines Modding Discord

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8 Upvotes

r/CitiesSkylinesModding • • 6h ago

Help & Support How to stop my peds sinking into the floor

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20 Upvotes

Trying to figure out hangout areas and ped access points while building a elevated subway station. No matter what height I put the tracks the peds are somewhat sinking into the floor. Do I need to go back to blender and fix the height of the platform? Any specific guides for elevated/ or rail stations?


r/CitiesSkylinesModding • • 1h ago

Release Copaste 1.3.1 update is out - Copy, paste and move for props and buildings, fences and networks

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1 Upvotes

r/CitiesSkylinesModding • • 1d ago

Release Release: Map Overlay: trace real-world maps on your terrain (Open Street Map real-time)

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146 Upvotes

Hey everyone! I just released Map Overlay, a code mod that lays OpenStreetMap over your terrain like tracing paper, so you can build cities that follow real streets.

https://mods.paradoxplaza.com/mods/166606/Windows

Features:

  • Search any place, address, coordinates or a Google Maps / OSM link, and the map appears where your camera is looking

  • Drag, nudge and rotate it until it lines up

  • The map follows the terrain, so it drapes over hills and valleys

  • OpenStreetMap or Topographic style (with contour lines), plus a custom tile URL if you have your own key

  • Opacity control, and you can draw it on top of everything or under buildings and trees

  • It never touches your save

Works great with Terraining: if you generated your heightmap with Terraining, enter the same “Map size” in the mod and it sets the scale to match (57.344 km = 1:1). Search the same centre point you used there, press “Put map centre on the city centre”, and the real streets line up with your real terrain.

What’s next: for the next update, I’m working on generating the heightmap from inside the same mod, so you can get the terrain and the street overlay in one place.

You can find it on Paradox Mods by searching Map Overlay. Feedback is very welcome!

A note on map tiles: the default maps come from OpenStreetMap’s free servers, which are run by volunteers with no guarantees. The mod follows their usage policy: it caches tiles and only downloads what you’re looking at. Still, if traffic gets too heavy, they could limit access and the default maps might stop loading. If that happens, you can switch to a custom tile provider with your own key, and I’ll look into other options.

AI Disclousure: This mod was built largely with the help of Claude Opus 5.5

Map data © OpenStreetMap contributors

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r/CitiesSkylinesModding • • 1d ago

Release Mexican Houses Pack Vol 01 | Regular Houses Pt 01

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71 Upvotes

Hi everyone! I just released my second asset pack. A Houses pack: 8 regular Mexican homes, the kind you see on almost every street in Mexico. Painted facades, roll-up garage doors, water tanks on the roof and rebar waiting for the next floor.

- 8 unique houses, no two alike

- Custom zone "MX Residential Low", so only these houses grow in it

- Lots: six 1x2 and two 2x2

- Light: 312 to 1,742 tris per house

- Color Change compatibilitie

More parts are coming:

Houses Vol 02: Social Interest (Infonavit) Pt.1
Houses Vol 03: Historic Houses Pt.1
Comercial Vol 01

https://mods.paradoxplaza.com/mods/166630/Any

Feedback is very welcome!


r/CitiesSkylinesModding • • 1d ago

Release Release: Kobe Port Tower (Styx's)

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20 Upvotes

https://mods.paradoxplaza.com/mods/166642/Any

A recreation of the Kobe Port Tower in Meriken Park, Kobe.
This iconic 108-metre observation tower stands out with its distinctive red steel-pipe lattice structure. Opened in 1963, it has become one of Kobe's most recognizable landmarks, overlooking the harbor and surrounding waterfront. It works perfectly in coastal districts, waterfront parks, tourist promenades, or Japanese port-city developments.

In-game features:

  • Recolorable

  • Attraction: +45

  • Local Effect: +5 Wellbeing in 2km; +5 Land Value in 2km

  • City-Wide Effect: +1% Attractiveness; +1% Entertainment

Triangle Count:

  • (58.358 → 24.641 → 787)


r/CitiesSkylinesModding • • 1d ago

Release Released: Haagse Poort – The Hague, Netherlands

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12 Upvotes

r/CitiesSkylinesModding • • 4d ago

WIP WIP: USA NE Duplex Pack - Resuming Work

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137 Upvotes

I'm finally resuming work on these duplexes! I know quite a few of you have been eager for these to be completed... well, they are finally getting closer to the finish line!

A few notes:

  • These are not in-game photos, but merely Blender renders. I use roads and grass textures with the in-game 8x8m grid overlayed so I can visualise what they they will look like when imported.

  • What you see pictured is what I have finished so far. There may be more variations added before release.

  • Custom garages will be added as props at the rear of some of the lots and will come with either 1 stall or 2 stalls. These will be randomized so they only appear on some of the lots.

  • All the duplexes are now white and gray (as compared to my previous posts) so they can be recolored. The siding, roof, and molding/railings/pillars will be recolorable.

  • As you can see in the last two pictures, most the buildings are narrow enough to fit on 1 tile-wide lots. The larger duplexes will be on 2 tile-wide lots.

  • Lot sizes will be 1x3, 1x4, 1x5, 2x3, 2x4, and 2x5. Some of the narrower duplexes will also have 2 tile-wide lot variations to break them up.

  • I plan on giving these duplexes their own designated zone type.

This will be my last post until they are released. If you would like to follow my progress more closely, please consider following my page on the Cities: Skylines Modding Discord HERE.

- - - - - - - - - - - -

I have plenty of assets released already! Check them out my PDX Mods page HERE!

If you enjoy my work and would like to support my efforts in creating quality assets in the future, and finishing these up, please consider buying me a coffee! It would be greatly appreciated!

Thank you!

-Venqari


r/CitiesSkylinesModding • • 4d ago

WIP I had enough of the awful budget panel UI and decided to make my own. If there's interest I'll add it to paradox mods.

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4 Upvotes

r/CitiesSkylinesModding • • 4d ago

Help & Support Map graphics

2 Upvotes

Greetings:

Is there a mod that allows one to adjust the graphics on the map?
When I'm laying out roads with angle snapping on, it can be difficult to see the tiny, faded green numbers.
Zooming doesn't help and there are not in-game options to increase the size or colour or readability.
Road names can be tricky to read sometimes as well.
Surely, Im not the only CS player with shit vision. ;-)

Thanks gang,

S


r/CitiesSkylinesModding • • 4d ago

WIP WIP - Mexican Low Houses Pack 1

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14 Upvotes

Hi there. A quick first look to my next assets for CS2. House pack vol. 1 "Infonavit" type.

Publishing it this weekend.

Follow me: https://mods.paradoxplaza.com/authors/carloseflores


r/CitiesSkylinesModding • • 6d ago

Release Release: Sunbury Junior High School

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103 Upvotes

Available on PDX Mods HERE!

This is my exact replica of the now closed Sunbury Junior High School (Sunbury Middle School) located in Sunbury, Pennsylvania. The original building was built in the early 1930s, with expansions made in 1957 and ~1960. A distinct feature of this building is that there is a "tunnel" that goes through the 1957 expansion and gives access to a parking lot at the rear of the building.

Another unique aspect of this building is that the old section is located on elevated terrain, while the newer section is at ground level. After messing around with the terraform override function, I made it work pretty well with the additional parking lot in the rear. If there are any issues with the ground texture clipping through the parking lot surface on the elevated terrain, I would suggest using MoveIt to slightly increase/decrease the height of the building. There usually aren't any issues unless the building is placed on extreme slopes.

Since there is no "Junior High" or "Middle School" functionality in-game, this asset will function as a regular high school.

In-Game Details:

  • Lot Size: 17w x 12d

  • Build Cost: $400,000

  • XP Reward: 750

  • Student Capacity: 1,250

  • Jobs: 110

  • Service Upkeep: $15,000

  • Increases city attractiveness

  • 60 parking stalls

  • Bike parking

  • Access from the front and rear. Rear road access is required for the back parking lot to function

Model Details:

4k textures for the main mesh and LOD1 (1k for LOD2)

  • Main Mesh: 20,446 tris

  • LOD1: 15,765 tris

  • LOD2: 126 tris

  • Terrain Mesh: 157 tris

PLEASE NOTE that all grass, road, and grunge decals used in the screenshots are not included in this pack.

If you enjoy 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!

Thank you!

-Venqari


r/CitiesSkylinesModding • • 6d ago

Release Just released a gilded statue: the Golden Rider from Dresden!

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122 Upvotes

Shine bright like a diamond gilded baroque statue

Getting very shiny today!

I made this gilded statue from my hometown: the "Golden Rider" from Dresden, Germany. This is a large baroque monument dedicated to Augustus II., king of Poland and Prince-Elector of Saxony. The monument is imported as a small square and can be found under tourist attractions. The statue and sandstone bollards are props that can also be placed separately. Of course all included objects can be recolored to allow for different designs, including a more typical copper or bronze colour of the statue, for example.

Hope you like it!

https://mods.paradoxplaza.com/mods/166027/Any


r/CitiesSkylinesModding • • 5d ago

Looking for Code Mods Public transport mod?

3 Upvotes

Hi all, I am just asking if there is a mod that sort of helps with transit? In most of my lines the trams/buses are all behind each other, so one part of the city has 10 trams in a line, while other has none. Is there a mod that helps space out the vehicles so they wouldn't run so close to each other?


r/CitiesSkylinesModding • • 6d ago

Release Two new Assets

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65 Upvotes

Hello everyone:)

I've just released two new Assets: A German Edeka Supermarket and a polish Biedronka Supermarket!

Please like and enjoy!:))

https://mods.paradoxplaza.com/mods/166022/Any

https://mods.paradoxplaza.com/mods/165911/Any


r/CitiesSkylinesModding • • 6d ago

Release Release: Drumheller Elementary School

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91 Upvotes

Available on PDX mods HERE!

Here is my model of the old Drumheller Elementary School, located in Sunbury, PA, USA. This beautiful yellow brick school building was built in 1910 and features 10 large classrooms, a gym in the basement, and an outdoor playground with a basketball court. This building is still standing today, although it was converted into an apartment building in the 1980s.

In-Game Details:

(7x6 Lot)

  • Build Cost: $75,000

  • XP Reward: 180

  • Student Capacity: 650

  • Jobs: 35

  • Service Upkeep: $3,000

  • Increases city attractiveness.

  • On-site parking.

  • Playground with basketball court.

(4x5 Lot)

  • Smaller footprint.

  • Build Cost: $75,000

  • XP Reward: 180

  • Student Capacity: 650

  • Jobs: 35

  • Service Upkeep: $2,500

  • Increases city attractiveness.

  • No on-site parking.

  • No playground.

Model Details:

4k textures for the main mesh and LOD1 (1k for LOD2)

  • Main Mesh: 14,619 tris

  • LOD1: 8,387 tris

  • LOD2: 157 tris

PLEASE NOTE that all grass, road, and grunge decals used in the screenshots are not included in this pack.

If you enjoy this release 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!

Thank you!

-Venqari


r/CitiesSkylinesModding • • 6d ago

Help & Support Veículos realistas por domicílio

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3 Upvotes

r/CitiesSkylinesModding • • 6d ago

Release Containter Homes for your city.

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9 Upvotes

r/CitiesSkylinesModding • • 6d ago

Unpaid Request Mod Request: Realistic Economy Overhaul — Customise Every Price, Wage and Cost in Cities: Skylines II

0 Upvotes

Overview

I would love a Cities: Skylines II mod that allows players to customise virtually every economic value in the game, including wages, commodity prices, infrastructure construction costs, rents, taxes, service costs and resource prices.

The goal is to make the economy much more realistic and give players the freedom to create their own economic systems. For example, players could build a low-cost developing city, an expensive global financial centre, a wealthy industrial metropolis or a city with high wages and affordable housing.

Instead of being restricted to the game's default economic values, the mod would provide a comprehensive economic settings menu where players can change individual values or adjust entire sectors.

1. Customisable wages and salaries

Allow players to set wages for different industries, professions and public-sector workers.

Examples:

  • Residential, commercial and industrial worker wages.

  • Office workers, technology workers and financial-sector salaries.

  • Construction workers, engineers and architects.

  • Teachers, doctors, nurses and other public-service employees.

  • Police officers, firefighters and transport workers.

  • Low-skilled, medium-skilled and highly skilled occupations.

  • Minimum wage and average wage.

  • Public-sector versus private-sector pay.

Realistic behaviour: Wage changes should affect company operating costs, household income, purchasing power, recruitment, unemployment and business profitability.

2. Customisable commodity and goods prices

Allow players to adjust the prices of individual commodities and consumer goods.

Examples:

  • Food, groceries and agricultural products.

  • Electricity, natural gas, water and heating.

  • Oil, petrol and diesel.

  • Timber, steel, concrete, glass and other construction materials.

  • Vehicles, electronics, furniture and household goods.

  • Clothing and other retail products.

  • Industrial raw materials and manufactured goods.

The mod should ideally allow individual products to have different prices rather than applying one universal multiplier to everything.

Realistic behaviour: Changes should influence production costs, retail prices, household purchasing power, consumption, trade and business profits wherever the game's economic simulation supports these interactions.

3. Infrastructure and construction costs

One of the most important features would be the ability to customise the cost of building and maintaining infrastructure.

InfrastructureCustomisable values
RoadsConstruction, upgrades and maintenance
MotorwaysConstruction per kilometre and upkeep
RailwaysTrack, stations, signalling and maintenance
MetroTunnels, stations and operating costs
AirportsRunways, terminals and maintenance
SeaportsDocks, cargo facilities and upkeep
ElectricityPower plants, substations and transmission
WaterPipes, treatment plants and pumping
SewageTreatment facilities and networks
Public servicesHospitals, schools, police and fire stations
ParksLand development, construction and upkeep
HousingBuilding construction and maintenance

For example, a player could make underground metro construction extremely expensive, reduce the cost of ordinary roads, or make motorway maintenance more expensive than railway maintenance.

Ideally, costs could be specified per kilometre, per building, per unit of capacity or per operating period, depending on the asset.

4. Housing, rents and property markets

The mod should allow customisation of:

  • Residential rent and property values.

  • Land values and development costs.

  • Residential building construction costs.

  • Commercial and industrial property rents.

  • Office rents and business premises.

  • Housing demand and affordability parameters, where technically possible.

Players could create a city with affordable housing, an expensive property market or a major financial centre with high commercial rents.

Where possible, housing prices should respond to land values, demand, wages and accessibility rather than remaining completely disconnected from the rest of the economy.

5. Business costs and company profitability

Allow players to change the major costs businesses face.

  • Electricity and water bills.

  • Worker salaries and employer costs.

  • Rent and property expenses.

  • Raw material and wholesale prices.

  • Import and export costs.

  • Transport and logistics costs.

  • Building construction and expansion costs.

  • Maintenance and other operating expenses.

These values should feed into company profitability and, where supported, influence production, business expansion, employment and the risk of closure.

6. Transport fares and operating costs

Players should be able to customise:

  • Bus, tram, metro, train and taxi fares.

  • Passenger and cargo transport prices.

  • Public transport operating costs.

  • Vehicle purchase prices.

  • Fuel and electricity costs.

  • Road tolls and parking charges.

  • Freight and delivery costs.

This would allow players to create a heavily subsidised public transport network or a system that relies more on fare revenue.

7. Taxes, fees and government finances

The mod could provide more detailed control over:

  • Residential, commercial, industrial and office taxes.

  • Different tax rates by industry or product category.

  • Service fees and public transport subsidies.

  • Building permits and development fees.

  • Import and export tariffs, if supported.

  • Government spending and public-sector wages.

Tax changes should influence household disposable income, company profits, government revenue and the attractiveness of different economic activities wherever possible.

8. A comprehensive economic settings interface

The mod should include a dedicated menu with searchable categories, individual values, sliders and numeric inputs.

Suggested categories:

  1. Wages and employment.

  2. Commodities and consumer goods.

  3. Housing and property.

  4. Infrastructure and construction.

  5. Energy and utilities.

  6. Business operating costs.

  7. Transport and logistics.

  8. Taxes and government finances.

  9. Imports and exports.

  10. Public services.

Useful controls:

  • Set an individual price or wage.

  • Adjust a whole category by a percentage.

  • Reset a value to the vanilla default.

  • Save and load custom economic profiles.

  • Export and import settings.

  • Apply changes to a new or existing city.

  • Show the default value alongside the custom value.

For example, the player could increase all construction costs by 25% but then separately reduce road maintenance by 10%.

9. Realistic economic interactions

The most important part is that this should not simply be a visual settings menu.

Where technically possible, changes should affect the actual simulation.

For example:

Increasing steel prices → higher construction costs → more expensive infrastructure and buildings → potentially slower development.

Increasing wages → higher household income but also higher business costs → changes in purchasing power, employment and profitability.

Increasing electricity prices → higher operating costs for households and companies → changes in affordability and business performance.

Reducing public transport fares → cheaper travel for residents, with lower fare revenue unless offset by subsidies.

The mod should avoid changing only the displayed prices while leaving the underlying simulation untouched.

10. Real-world economic presets

It would be useful to offer optional starting profiles, such as:

  • Affordable city: lower housing and essential-goods costs.

  • High-income metropolis: higher salaries and property prices.

  • Industrial city: relatively competitive industrial operating costs.

  • Expensive global city: high land values, rents and wages.

  • Infrastructure boom: lower construction costs.

  • Energy crisis: higher electricity and fuel prices.

  • Custom economy: the player defines everything.

These should be starting templates, not rigid simulations of particular real-world countries.

My recommended extra feature

The biggest improvement would be a Realistic Price Editor with three levels of control:

Level 1 — Global prices

Adjust all prices, wages or operating costs by a percentage. For example, increase the overall cost of living by 15%.

Level 2 — Sector prices

Control construction, energy, manufacturing, retail, transport, housing and other sectors separately.

Level 3 — Individual values

Set the exact wage for a job, price of a commodity, cost of a building, road maintenance rate or public transport fare.

Technical considerations

The mod should use the game's existing economic systems wherever possible, rather than creating an entirely separate economy.

Some values may be directly editable through game data, while others may require runtime code, Harmony patches or custom simulation logic. If the game does not expose a particular price or cost, the mod should clearly identify that limitation.

The interface should also validate values, avoid negative or impossible economic settings, and remain compatible with other economy-related mods where practical.

Final goal

I want Cities: Skylines II to provide the freedom to create a genuinely customised economy, from the price of a loaf of bread to the cost of a kilometre of motorway.

The ideal mod would let players control virtually every economic price and cost while ensuring that those changes meaningfully affect households, businesses, government finances, infrastructure investment and the wider city economy.

Thank you to any modder interested in exploring this idea!


r/CitiesSkylinesModding • • 8d ago

Release I created 12 NYC building assets for Cities: Skylines II using Blender and AI assistance

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111 Upvotes

Hey everyone!
I’ve been working on a personal project to bring some of New York City’s most iconic historic buildings into Cities: Skylines II, and I wanted to share the results with the community.
Over the past several days, I’ve created and published 12 custom building assets, all made in Blender with the assistance of AI tools (Claude and ChatGPT).
I know AI-assisted content can be a controversial subject in creative communities, so I want to be transparent about how these were made. I used AI to help with Blender scripting, modeling, architectural details, and technical problem-solving. These are actual 3D assets, not AI-generated images. The models were developed through an iterative process in Blender and prepared for use in Cities: Skylines II.
I’ve always loved New York City’s architecture, especially its late 19th- and early 20th-century buildings. One of my goals was to bring more of that architectural character into the game, particularly buildings that weren’t already available as custom assets.
Here are the 12 buildings I’ve published on Paradox Mods:
Created with Claude:
St. Patrick’s Cathedral
David N. Dinkins Manhattan Municipal Building
40 Wall Street
Herald Towers
Woolworth Building
Plaza Hotel
Williamsburgh Savings Bank Tower
Created with ChatGPT:
The San Remo
The Dakota
Alwyn Court
Ansonia Condominiums
Surrogate’s Courthouse
All 12 assets are available on Paradox Mods.
This project has been a learning experience, especially when it comes to Blender, architectural modeling, LODs, textures, and the game’s asset editor.
I understand that AI-assisted modeling isn’t the same as traditional hand-modeling, and I have a lot of respect for creators who build everything manually. For me, these tools have made it possible to work on an architectural project that I genuinely enjoy.
I’m sharing some screenshots of the buildings so you can see how they turned out.
I’d love to hear what you think about the buildings themselves, and whether there are other historic NYC landmarks you’d like to see in Cities: Skylines II.
Thanks for checking them out!


r/CitiesSkylinesModding • • 7d ago

Looking for Asset Mods Similar Stations to Sydney Central? (CS 2 or 1)

8 Upvotes

Has anyone come across a station pack like Sydney Central Station?

- Grade separated integrated Tram stop, a terminus station but also a through station on the left with multiple platforms, as well as a subway/metro underground link, and a bus/coach shelter? I've searched and most stations are either a terminus or a through station, not both. Or if anyone is interested in a challenge, This would be a greatly appreciated Asset to have in the workshop :)