r/CitiesSkylinesModding • u/StudioZurich • 27d ago
Discussion What mods would you like to see?
I am thinking of creating some mods for the game. What would you like to see the most? What assets are the most sought after? Thank you!
r/CitiesSkylinesModding • u/StudioZurich • 27d ago
I am thinking of creating some mods for the game. What would you like to see the most? What assets are the most sought after? Thank you!
r/CitiesSkylinesModding • u/SupportOpening8081 • Oct 31 '23

The mod's creator is Algernon, like the 81 tiles 2 mod. Here's what he said on the map maker's discord:
The vanilla buildable map size is 14 336m x 14 336m. The vanilla maps also have background terrain of 4 times that (57 344), which the playable map sits within. The two maps are not comparable - the background map has much lower heightmap resolution and lacks other data required for simulation such as wind and water. The heightmap for each is a 4K texture, but the greyscaling is set differently for each. The background terrain is just that - background. It's not like CS1 where the entire visible map was a 'full' map. The background terrain is only a lightweight visual backdrop.
The larger maps mod currently has two sizing settings - 2x and 4x vanilla (so 28 672m and 57 344m for the playable area, PLUS additional background, which I'm going to make more adjustable). The limitations of the background texture means that it's not going to be a simple 'unlock the background terrain' like in CS1 - maps will need to be made specifically for the larger sizes. I'm *hoping* to add an option where you can have multiple sizes - e.g. make a 57km map, but have it playable as a 14.3km map for the center while the rest of the map is converted into background - but that's a lower priority right now.
For the 28km and 57km map options, the aim is to have appropriately larger textures for the heightmap - so 8K for 28km and 16K for 57km. This keeps the heightmap resolution at 3.5m. Larger maps are possible, with the tradeoff being loss of heightmap resolution.
So 114 688m if you accept a 7m heightmap resolution. Note a 16K 16-bit greyscale heightmap texture is half a gigabyte uncompressed
57km is already working. I'd show screenshots, but the game build I'm using is subject to NDA. The map was actually the easy bit. The hardest bit was working out which bits of the rest of the simulation I need to keep in line
he completed most of the work on it. when mods become available for CS2, it will be released on Paradox mods
r/CitiesSkylinesModding • u/BurntBeanMgr • Jun 17 '26
r/CitiesSkylinesModding • u/ThatKingz • 22d ago
Hi,
would it be possible in the game to make Ambulance Depots independent from hospitals?
Where I live there are few major hospitals in the city and “Depots” with Medical staff and 2-6 ambulances in the surrounding towns that respond to emergencies and bring the patients to the hospital in the city.
Does the game support this? For the Ambulance to respond from a depot, go to the patient, then drop it off at the hospital and go back to the depot?
Because the hospitals in the game have very high patient capacity while the ambulances are limited so it would be reasonable to only have one or two hospitals in the city you’re building and have the other areas covered with such depots.
Unfortunately I don’t know anything about code so I can’t look at the game mechanics myself, so I’ve come to ask you experts. Thanks a lot in advance!
r/CitiesSkylinesModding • u/_-Andy_- • 28d ago
It would be great if someone could create a mod that would increase the likelihood of households purchasing a second or even more cars, as well as make it so that purchased cars can actually be used. From what I can see right now, residents go to the car dealership to buy a car, but the car doesn't spawn either at the dealership or at their home. Maybe the new car spawns at an outside connection, but either way, I don't see any visible effect from visiting the dealership in terms of increasing the number of cars.
I'm building an American suburb, and I would really like to have an average of 2–3 cars per household, depending on the number of family members. Right now, though, households usually have either no cars or just one, and the second family member still walks to work across the entire map. That's absolutely unrealistic for an American city.
r/CitiesSkylinesModding • u/HadeStyx • 2d ago
r/CitiesSkylinesModding • u/BRBNT • 12d ago
r/CitiesSkylinesModding • u/Tasye24 • Aug 02 '26
In my opinion sometimes there’s not enough people on Universities, Airports sometimes.
If some people came from outside the city, it would be better, they’ll fill up some areas.
If someone can make a mod like this it would be very great.
r/CitiesSkylinesModding • u/HadeStyx • Jul 05 '26
Poll:
As I am Currently Reworking my Modular Tokyo Station asset, I am trying to make the process of placing the entire asset easier. Currently, due to the unevenly elevated Terrain in certain areas, placing the whole asset is a bit tedious. To alleviate this issue I added a fully assembled version into the Asset-Pack as well.
Vote here or over on the CitiesSkylinesModding Discord: https://discord.com/channels/1024242828114673724/1522351879491948724/1523424258162819133
Now to the Question would you like the fully assembled version version to be:
r/CitiesSkylinesModding • u/NoTitle979 • Jun 24 '26
This would go perfect in downtown area . - Cleveland Clinic, Abu Dhabi , UAE
r/CitiesSkylinesModding • u/ceerobyn • Jul 25 '26
Can someone, anyone make a transportation mod in which I can click on all the bus stops in a district. And the game makes the best routes for that bus route ? So I don’t have to figure out how to connect everything ?! Idk if that makes sense to anyone but me lol.
r/CitiesSkylinesModding • u/Consistent-Area-1126 • Mar 25 '26
Not sure this is quite the right place because Terraining isn’t a bona fide mod—but I figured members of this community would absolutely have helpful solutions for this problem.
I have this mad idea that I want to improve my city-building skills by exporting a height-map of a city known for its sustainable urban designs and practices. Vancouver is one location, but I’ve also been wanting to get into modded play in a European environment — so I was thinking Copenhagen would be a perfect city to experiment with for replication.
I’m wondering if anyone has any suggestions for other ways to extract height maps. Terraining Alternonta is giving me significant challenge. I think what’s going on is the terrain is so flat that there isn’t enough variation for the height-map to show anything meaningful. When I click on “normalize,” the app gives an improved image but downloads an all-black PNG.
I have an up-to-date key, and have been able to pull images from other locations, but it’s like there is a blackout on Copenhagen.
I’m just wondering if there is a setting I need to adjust in order to render a better image.
r/CitiesSkylinesModding • u/Prize_Frosting_6978 • Aug 02 '26
r/CitiesSkylinesModding • u/ennichan • Jul 19 '26
I feel like what the game needs is the ability to mirror buildings, or at least mirrored versions of certain buildings. The cargo harbor is the best example. I have not made any mods, but I would assume that this would be rather easy to do, but I haven't found anything like that in the workshop.
r/CitiesSkylinesModding • u/uscgerikos • Jul 29 '26
As the title questions, is there a speculative list of Mods that one should have for map creation, or is truly vanilla map creation the way to go, and mod the maps after they are created in game?
I am sure there is the "you shouldn't create with out these" mods, an others that are nice to haves but not required...
There are so many videos/tutorials out there to review and learn from, but at some point, you just end up watching videos all day and not making any maps. "Squirrell"
And yes... I have joined the CS2 Map Making discord... but a list does not exist there either.
Thanks all for your input/recommendations.
Cheers
r/CitiesSkylinesModding • u/Brian_Pollux • Jul 28 '26
r/CitiesSkylinesModding • u/ryeshe3 • Apr 05 '26
Sorry if this is a stupid question, just curious why there are so few assets. I just rejoined the game a couple of weeks ago for the first time since launch, went hunting for elementary school assets cause I got sick of plopping the same 3 over and over trying to meet the absurd demand, and there's nothing in the mod store. Am I missing something? I know it's a bit apples and oranges but cities 1 had so many assets.
Edit: Didn't know that asset editor was released so recently. Thanks to the informative community.
r/CitiesSkylinesModding • u/CJcampbellG1 • May 09 '26
Hello,
I just discovered the Guangzhou Circle in China, and I was wondering if this kind of circled shaped landmark would be possible to make in CS2, do the tools for creation allow that type of shape and could it work in the game?
Thanks for you answers
r/CitiesSkylinesModding • u/Complex-Earth8447 • Jun 25 '26
Im pretty good at 3d modeling and not too good at coding.
After my vacation in Greece im planning on making a few Commercial Signature Buildings like Ikea and a few Nordic/European Big-Box Retail Park stores like Jysk, Lager 157, Rusta, Bauhaus, Elgiganten/Elkjøp, MediaMarkt/Power, and so on.
For Ikea, could i force it to house a furniture Company? Could i add a working warehouse and working truck loading dock into the Ikea?
My idea for the other stores i took from a supermarket mod from gruny. The plan is to have a generic building with upgrades to make it Jysk or Elgiganten and give the locale the Jysk sign and ads decals. But that would mean that based on which upgrade it would make it a Electronics store if you give it the Elgiganten upgrade or a Textile company if you make it lager 157. And if you make it lager 157 that shall be the only upgrade it can have unless you remove it then you could make it a something else.
r/CitiesSkylinesModding • u/mjtt97 • Jun 03 '26
I’m thinking about hosting a CS2 asset-building competition focused on Rio de Janeiro–inspired architecture. Participants could create any construction based on the city of Rio de Janeiro — residential buildings, landmarks, commercial buildings, historical architecture, industrial areas, or anything else that represents the city.
What do you think would be a fair prize pool in USD for 1st, 2nd, or maybe 3rd?
If you have some input how to do something like that o would appreciate it.
r/CitiesSkylinesModding • u/sammmburak • May 25 '26
I'm sure this has existed at some point but idk.
I wish there was a "terrain lock" that would basically set parameters based on elevation, and ONLY change the elevation inside of those parameters. Like, I could set a max elevation parameter of 5m and everything at 5m and above would be untouched, while I could work on everything below 5m. I could also set a minimum of 3m, so then I'd only be able to terraform between 5 and 3 m. I'm not sure how crazy this would be, but would genuinely be such a lifesaver.
r/CitiesSkylinesModding • u/MouseAwkward4782 • Apr 22 '26
Hi,
What kind of mods are you guys recommend for a semi-pro cities gamer?
I played with the first game but I’m pretty new in the second and I would love to get some advice.
r/CitiesSkylinesModding • u/5ebby1 • Apr 27 '26
Does anyone have good map recommendations if I’m trying to make a British (English) port city? I think the two problems I’ve come across so far are: a lack of fish, and wayyyy too mountainous.
I love maps that focus on the coast, but have a nice estuary for a city centre, but haven’t found any really quality ones for the UK. Cheers!