u/ThatGuy_52

City Corner #6

Greetings Mayors!

Sini here, the Community Manager for Cities: Skylines II. In this City Corner, we will be talking about all things Community and really get into how community feedback continues to help shape the development of Cities: Skylines II. Over the past few months, we have been exploring new ways to communicate more directly with you through our new streams, social media, and community events. At the same time, we’ve been paying close attention to discussions happening across different platforms, like Paradox Forums, Reddit, Discord, etc., to better understand which topics, features, and improvements are currently the “most wanted” to you!

Now, let’s dig in, shall we!

Streaming​

Last month, we had our first official stream, hosted by Toadie and me, where we went through some of the changes and improvements included in our latest patch, Spring Cleaning! Ever since starting this project, streaming was something that we really wanted to explore, as it gives us an opportunity to communicate with you in real time and showcase upcoming changes in a more direct and personal way. Since then, we have had the pleasure of hosting three streams, and as you might have guessed, there is plenty more to come in the future!

Streams have already proven to be an excellent way for us to connect with you. Not only can we show upcoming features and improvements, but we also get the opportunity to answer your questions, hear your immediate reactions, and simply spend time together talking about Cities: Skylines II. We think that the reception for the streams has been positive, and we’re having a blast!

In the future, we want to experiment even more with what streams could offer. This could include deeper dives into upcoming content, developer-focused Q&A sessions, gameplay challenges, and potentially collaborations with content creators from the community. We are still trying new things and learning what works best for streaming, so as always, we’d love to hear your feedback and suggestions for future streams, and what you would like to see!

Reddit​

In addition to streaming, we have dipped our toes into the world of Reddit. Last week, we hosted our very first Reddit AMA (Ask Me Anything), where we answered questions sent by you.

To say that the response exceeded our expectations would be quite an understatement. We received over 600 questions in total, which genuinely surprised us, but also made us extremely happy! The amount of passion, curiosity, and detailed feedback you shared reminded us, once again, how invested you are in the future of this game. We wanted to take this opportunity to thank everyone who participated, whether it was by asking questions, reading answers, or simply following the discussion. We have already discussed how we can host more AMA’s and similar community events in the future, so keep your eyes peeled!

Why is it important to us​

We are actively lurking in PDX Forums, Reddit, Discord, and other social media platforms to see what you think about the newest changes we are planning to make, as well as what kind of things you would like us to add to the game. In fact, we have gathered a lot of suggestions and other recurring topics from you into a feedback / suggestions list, which we regularly review together with the team. A few examples of these suggestions coming into fruition include the hex code addition to the color customization tool, a historical toggle for buildings, and the ability to adjust the transparency of the new toolbar. This list acts as a guide when we are planning new content and improvements to systems that already exist within the game.

One of our goals moving forward is to continue improving transparency and finding better ways to involve you in the process, whether that’s through streams, AMA’s, forum discussions, or other community activities. While not every suggestion can be implemented (replacing all citizens with dogs would be funny, but not something that we can prioritize, unfortunately), we want to create more opportunities for meaningful conversations about the game and where your expectations currently are. That being said, don’t be afraid to post your craziest ideas to the Paradox Forums’ Suggestions board, or our Discord’s suggestions channel!

Looking forward​

As we continue the work ahead, community engagement will remain one of our top priorities. We know that there is still a lot of work ahead of us to bring Cities: Skylines II to its full potential, and your feedback continues to help shape where we should focus our efforts next. We are still experimenting with different formats and approaches, but overall the goal remains the same: to communicate more consistently, share more information about ongoing development, and create additional ways to engage with our team.

As always, thank you for taking the time to share your feedback and thoughts with us, and we will see you in the next City Corner!

Forum Link

reddit.com
u/ThatGuy_52 — 13 hours ago

This patch should not affect mods, and loading of old savegames is supported.

After our latest patch, we received a lot of reports about the long loading times that occurred when starting the game. Thank you again for your comments and patience while we were working on a solution! We have now prepared a hotfix that addresses this issue, which you can read more about below.

Paradox Mods:

  • Fixed long loading times when mods are loaded at startup.

Misc:

  • Info and Warning level logging no longer print callstacks to log files.

  • Fixed a crash when loading a save game.

Post-mortem

When you started the game after the recent patch, you might have noticed that the startup loading times were a lot longer than in previous versions, especially if you had large amounts of mods active. Due to changes in the PDX Mods SDK, the way mods were loaded by the game added an unintentional side effect that we were not aware of.

To be more specific, the issue causing long loading times on startup was related to mods adding new entries to localization. When new entries were added, it caused reinitialisation of the whole PDX Mods platform, which is a heavy operation. That caused CPU usage to spike on loading, and it was multiplied by the amount of mods that added new localization strings. Any mod that added new localization strings were affected, whether it was a code mod or an asset mod.

We should have caught this in our testing, but our test set contained only around 100 mods. To make sure this does not happen in the future, we will increase this test set significantly and improve our mod testing in general. In the long run, we are also preparing steps to reduce the issues where new patches cause issues with mods. We will discuss more about this in our future City Corners.

Forum Link

reddit.com
u/ThatGuy_52 — 17 days ago

Welcome to the monthly State of the Game megathread for May! This is your one-stop shop for what's been happening with Cities: Skylines II. The mod team will keep this post updated throughout the month.

For background on why we're doing this, see the highlighted thread in regards to State of the game.


May 2026 Updates

May has kicked off with a significant content update from Iceflake Studios, focusing on major community-requested features and technical tools.

🔧 May Content Update (v1.5.7f1) — Free Update

  • Historic Building Toggle — A massive win for city painters. You can now designate any building as "Historic" in its info panel. This locks the visual model, preventing it from changing when the building levels up or is abandoned, so your custom-built neighborhoods stay exactly how you designed them.

  • Integrated Benchmark Tool — Now available in the Options menu. This tool runs a standardized simulation to test your hardware performance, providing a breakdown of frame times and CPU/GPU utilization to help you optimize your settings.

  • Zoning Toggles — Official support for toggling zoning on or off on one or both sides of a road. This effectively integrates the functionality of popular community mods directly into the base game UI.

  • Transit AI Adjustments — Logic updates to citizen move-in behavior. This patch reduces the "taxi swarm" at city entrances, which should noticeably improve traffic flow at highway interchanges and transit hubs.

⚠️ Known Issue: Long Loading Times

  • The developers are officially investigating reports of significantly increased loading times.
  • Some players are reporting that the game hangs for 10-20 minutes during initial boot or save loading, particularly on systems with large mod lists or multiple official asset packs.
  • Current Status: Iceflake is looking into the mod validation queue as the potential culprit. We will update this thread as soon as a hotfix or official workaround is announced.

👀 Looking Ahead

  • Iceflake continues to tease the "Summer Expansion" for late Q2 2026.
  • The team is prioritizing high-population performance (150k+ citizens) for the next stability patch.

Console Update

  • There has been no updates or release timeline for console; any updates will be announced when they arrive separately!

Guidelines

  • Ask questions about the current state of the game, performance, bugs, or the v1.5.7f1 patch here.

  • Share your experiences with the new loading issues — if you've found a fix or a way to speed things up, let the community know.

  • Posts asking "is the game worth it now?" or "what's the current state of the game?" outside this thread may be removed and redirected here.


This thread is posted on the 1st of each month. Last updated by mods: May 1, 2026.

reddit.com
u/ThatGuy_52 — 20 days ago

Patch 1.5.7f1: The "Maybe Your City Won't Explode" Update

Welcome, Mayors

Patch 1.5.7f1 is live. We want your feedback. Submit bug reports on our forum for anything you want to report after playing.

Paradox Mods Overhaul

Big changes hit Paradox Mods. Previously, actions required downloads to complete before you could keep browsing.

  • Independent Actions: Mod downloads and browsing no longer depend on each other.
  • Parallel Downloads: Added parallel downloads (up to 3) and a queueing process for better precision.
  • SDK Update: Script-mod creators must recompile mods to be compatible. Give them time to update to avoid glitches.

New Features

  • Historic Building Option: Prevent selected buildings from leveling up or being abandoned.
  • Performance Testing: New "Benchmark" tab in the main menu; use launch parameter -benchmark to start on boot.
  • Encyclopedia: Added "Building Customization" and "Road Zones" chapters.
  • UI Scaling: Added toolbar scaling and opacity settings.
  • Universal Mod Button: A unified menu for mod creators in the main UI.

Gameplay Fixes

  • Traffic Control: Stopped citizens from using taxis for move-ins to reduce congestion.
  • Pet Management: Reduced dog population by adjusting household limits. (No dogs were harmed; affects new households).
  • Education: Balanced elementary and high school demand to fix underused high schools.
  • Crime: Reduced cases where citizens get stuck during robberies.
  • Policies: "Urban Cycling Initiative" now increases bicycle usage from 20% to 50%.
  • Zoning & Demand:
    • Fixed mixed housing killing commercial/medium-density demand.
    • Fixed signature offices dropping office demand while occupied.
    • Fixed office demand data errors causing too many Software companies.
    • Fixed commercial buildings receiving no customers. Demand now depends on average stock.
  • Logistics & Pathfinding:
    • Fixed outside connections for non-highway roads.
    • Fixed students only participating in leisure during study time.
    • Fixed vehicles getting stuck in boarding states at busy stops.
    • Fixed building upgrades stalling during resource delivery frames.
    • Fixed port mail transfer pathfinding.
    • Fixed offices stopping production or trading.

UI & Visuals

UI Enhancements

  • Added toolbar size and transparency adjustments.
  • Added Encyclopedia tooltips.
  • Updated base game and B&P achievement icons.
  • Bug Fixes: Fixed Photo Mode visual mismatches, CJK character crashes in Encyclopedia, and controller issues with service building upgrades.

Visual Improvements

  • Smoother wind transitions for vegetation.
  • Disabled moon/daylight shadow casting during opposite times for performance.
  • Iceflake Arena: Added parking slots (requires rebuild) and adjusted LOD distances.

Miscellaneous & DLC

  • General: Limited main menu to 120 FPS; improved database corruption error messages; fixed localized text.
  • Bridges & Ports: Fixed commercial/industrial buildings ignoring DLC ports for imports; updated achievement icons.
  • Paradox Mods (Technical):
    • Updated SDK to 2.1.2; UI to 2.0.4.
    • Playset sharing and improved progress tracking.
    • Manage playsets without waiting for downloads; improved sync conflict popups.
    • Assets now require thumbnails for publishing.

Known Issues (The "Still Broken" List)

  • Download Size: Larger than usual due to internal build changes (one-time issue).
  • Microsoft Store: Missing taskbar icon.
  • Robberies: Rarely, police/robbers still get stuck.
  • Shadows: Cascade calculations causing incorrect drawing from low angles.

Patch Notes

reddit.com
u/ThatGuy_52 — 23 days ago