• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Development Diary #7: Maps & Themes

Hi everyone! Welcome back to our weekly development diaries! Today we will go over the Maps and Themes featured in Cities: Skylines II.

To get started let's have a brief comparison between the map sizes. In Cities: Skylines the playable area consists of 5x5 tiles, 9 of which can be purchased once everything is unlocked. One map tile is 1.92 x 1.92 km which results in the total playable area being 92.16km² with a maximum of 33.18km² to build a city on.

In Cities: Skylines II things are a bit different. For starters, one map tile is much smaller - roughly ⅓ what it is in the predecessor - but you are able to unlock almost all tiles giving you a whopping total of 441 map tiles. That results in a playable area of 159km² which is roughly 5 times bigger than in Cities: Skylines.

Additionally, the Map Tiles do not have to be connected to each other, so technically you can create small isolated pocket towns, and you can purchase the Map Tiles all the way to the edge of the map where you can create new Outside Connections. But wait, there’s more! The map height limit is much higher than before adding much more flexibility and freedom in how your dream city will look.

Now let’s talk about Themes. In Cities: Skylines these controlled the natural environment of a map, with predefined settings for each theme. When we talk about Themes in Cities: Skylines II, we are talking about the style of roads and buildings, with the options of European and North American themes being selectable when you start a new map. But we will get back to them later in this diary after we have a proper look at the maps themselves.


THE BRAVE NEW WORLD
Each map introduces different challenges through various landscapes. To begin your new city you will need to choose a map from the New Game panel. When a map is selected you will see the most important details of the selected map, such as the default Theme of the map, Climate information, which we will get into next week, Latitude telling you which hemisphere the map is located in as well as how the seasons work, Buildable area available, the familiar Natural Resources, and of course, which Outside Connections already exist on the map.

Once you have found a map suitable for your new city, you can adjust several options before starting the game. For example, you can choose a name for the city, change the default Theme, enable or disable various gameplay options, and decide if you want the tutorial to guide you through your city-building. Most of these options can be adjusted later when loading your city with the exception of the Map Theme and whether the city obeys left-hand or right-hand traffic rules.

1 New game.png

Check the settings you want enabled before starting your new city

UNLOCKING MAP TILES
Sticking with the familiar gameplay, new expansion permits are unlocked as you reach each Milestone. A brand new city starts with 9 map tiles unlocked which is roughly the same starting area as in Cities: Skylines. With these expansion permits you can unlock new map tiles and continue to grow your city. This happens through the Map Tile UI giving you a top-down map view. The camera can be moved around and rotated allowing you to find the best suitable areas to expand into. Selecting a map tile shows important information, such as the buildable area, resources, and of course how much it costs, and right-clicking the tile will deselect it. You can select multiple tiles at a time and see the combined cost before finally purchasing them. The cost depends on the size of the buildable area and on the availability of resources.

2 Unlocking.png

Select one or more tiles to purchase anywhere on the map you wish to expand your city


MAPS
When creating the maps for Cities: Skylines II we had a goal of providing you with a diverse set with various amounts of interesting scenery. To some degree, all the maps take inspiration from real-world locations, perhaps you can recognize some of them. Being able to unlock such a huge area also lets us create more varied terrains as you can fully utilize all of the available resources and Outside Connections on the map. So, let’s have a look at the maps themselves.

ARCHIPELAGO HAVEN
This map is based on a cluster of islands with a chain of smaller and bigger islands surrounded by bodies of water on all sides. The map includes atolls, lagoons, peninsulas, and cays, small low-elevation land formations. Your city will have easy access to outside connections via highway, train tracks, ship routes, and airways with the highway going across the map connecting the two main islands.

3 Archipelago Haven.png

Build an island city on Archipelago Haven

BARRIER ISLAND
Inspired by barrier island formation, this map features long island chains parallel to the mainland separated by a bay. The islands are mostly flat which allows you to easily build a city, and while the highway and train tracks run across the mainland you have easy access to the seaways as the starting tile is placed on a barrier island. The flat islands also make building an airport easy letting the city benefit from the airway connections to the outside world.

4 Barrier Island.png

Barrier Island is ideal for a coastal city

GREAT HIGHLANDS
This map draws inspiration from The Highlands region located in Scotland. Mountain ranges dominate the region, but the area also includes long, narrow, and deep lakes typically known as lochs. The highways and train tracks run between the mountains, and along the coast, you can find a few scattered rocky islands and formidable cliffs along with access to the seaways.

5 Great Highlands.png

Will your first city be nestled among the mountains of Great Highlands?

LAKELAND
Inspired by the Finnish lakeland region we of course had to include this map. It provides lots of calm water with numerous lakes of similar shapes and many smaller islands. The landscape holds plenty of green areas and forests, and the flat areas with a few rolling hills provide a great foundation for any city with a Northern European look and atmosphere.

6 Lakeland.png

Surround your city with the peaceful lakes of Lakeland

MOUNTAIN VILLAGE
Taking inspiration from small cities located along the Alps mountain range, this map brings converging rivers flowing across the map and gentle slopes stretching from the mountain base. This creates a broad valley divided by large rivers where you can build a glorious city between the snow-capped mountain peaks.

7 Mountain Village.png

The serene valley of Mountain Village is ready for a bustling city to spring to life

RIVER DELTA
This map features a large curving river flowing down a gentle slope breaking into a delta before eventually flowing into the sea. The river is guided by the hills on the edge of the map which leave a plentitude of flat terrain to build the city. Expanding into the delta allows for great access to the seaways and the creation of interesting island neighborhoods.

8 River Delta.png

Build a city as the river meets the sea at River Delta

SWEEPING PLAINS
Inspired by the New Zealand Canterbury plains this map features a broad expanse of flat land covered by grassland ready for development. The map has access to a wide coastline and on the opposite side of the map, the mountain range creates a marvelous landscape. The plains in the central part of the map provide a great place to build any city.

9 Sweeping Plains.png

Between the mountains and the sea, you find the flatlands of Sweeping Plains

TWIN MOUNTAIN
Drawing inspiration from Iceland's coastline and the iconic cliffs you will find two separate flat-topped, steep-sided Tuya mountain formations. A small river runs across the map down the slope toward the ocean. Along the coastline are numerous cliffs and hidden beaches with good access to seaways and shipping routes. The map doesn’t feature an existing train track so expanding to the edge of the map is essential if you wish to create one, but you can, of course, still provide your city with train infrastructure without an Outside Connection if that fits your city.

10 Twin Mountain.png

Make Twin Mountains the home of your city and take advantage of all the map has to offer

WATERWAY PASS
Two colossal mountain ranges create natural map borders on two sides while the playable area is split by a meandering river flowing across the whole map with train tracks and highways on either side providing easy and quick access to the Outside Connections and the wide river banks leave lots of room for a growing city.

11 Waterway Pass.png

Let your city grow at the banks of the river at Waterway Pass

WINDY FJORDS
As a map inspired by breathtaking fjord coast formation, this map has several long and narrow inlets surrounded by steep cliffs. Each inlet ends in a small bay area and starts from one sea edge of the map following a similar pattern. Nestled between the mountains is quite a large buildable area with the possibility of accessing the top of the fjords via narrow slopes.

12 Windy Fjords.png

What kind of city will you build among the mountains of Windy Fjords?


OUTSIDE CONNECTIONS
Each map comes with at least one road connection and most of the maps have pre-built train connections and seaways. All of the maps also have an airway connection and power lines running through them to import or export electricity. Some maps have multiple highway connections right at the starting tile too offering even more options!

In addition to the Outside Connections already on the map, you are able to create Outside Road, Train, and Ship Connections once you unlock the edge of the map. As discussed in the previous development diaries you can also create Electricity along with Water and Sewage connections to the outside world enabling trade of that service. The only Outside Connects you cannot add to the map are airways but you can freely connect to the already existing airway connection points once you construct an airport.

13 Train outside connection.png

Add a new Train Outside Connection by dragging the tracks to the edge of the map


THEMES
Before we end this development diary today, we need to discuss Themes. When you start a new city, you can choose between European or North American which defines the street markings, traffic lights, vehicle models for certain city services, and other roadside props. While each map has a theme connected to it, you can choose your favorite, but once you start your city, it can no longer be changed.

The visual style of residential and commercial zoned buildings also depends on the selected theme when the zone is created. It will default to the map’s theme but you can freely choose between the available themes when zoning and you can even create a mixed city using both themes. Lastly, some public transportation stops have different visuals depending on the selected theme, and as with the zoned buildings they can be customized in-game.

14 EU vs NA.png

Medium and high density residential buildings of European (left) and North American (right) styles

That’s all we had for you this time. Are you excited to build larger cities? Is there any map, in particular, you look forward to creating a city on? And which theme will you build your first city with? Let us know below. We will be back next week with the next development diary exploring the Climate & Seasons of Cities: Skylines II.


cs2-devdiaries-schedule-forum.jpg
 
  • 30Like
  • 8Love
  • 2
  • 1
Reactions:
I find this unlocking of tiles completely unneccessary. Give me all available space and I can decide freely where I do construct tiny villages, or one big city or whatever I want to do.
 
  • 1Like
Reactions:
Dev diary and video blog. Or did you see in any of both sources a map editor or import function of height maps? This is not anymore a simple task as it was with SimCity 4000, because you have to define from where to where the water flows, air direction, natural resources etc.
If once we get a map Editor or someone mods one is another story. But the answer based on available sources remains no.
Ok, another one who's selling assumptions as a fact. Please don't do that, this is basically misinformation.

You have not seen anything like a map editor so you ASSUME that there is none. Creating maps seems to become more complex so you ASSUME there won't be one. But you do not have any facts that actually can provide a meaningful answer. So answering just "no" to that question is misinformation based on individual assumptions and thus not helpful for anyone.

I could state another ASSUMPTION from my side: In order to create the default maps in the game, I ASSUME that the devs have created a map editor already, and they know that the community wants to create their own map, so I ASSUME that this map editor will be made available to modders. But I don't know, I just ASSUME, and I might be wrong.
 
  • 5Like
  • 3
Reactions:
I was expecting beaches/coastlines, terrain painting to be covered in this Development Diary, that's a big MUST for the next game.

My other big concern about the game are Themes, I'm not sure about the North American one, but the European one clearly doesn't represent Europe as a global (Looks like Finnish/Nordic architecture?). It doesn't look like France, Spain, Italy, United Kingdom... Even in those countries, the architecture can greatly differ from North to South. Hope it gets properly reworked, and maybe split into countries and/or categories like: Western, Eastern, Northern, Mediterranean, Alpine...
Your mileage may wary, of course, but to be honest, I'd rather have more well-crafted international themes (like South East Asia, one or more African themes, something from South or Central America, etc.) than just more Euro/North American ones. Not that I would mind having more Western city themes to choose from, of course!

I find this unlocking of tiles completely unneccessary. Give me all available space and I can decide freely where I do construct tiny villages, or one big city or whatever I want to do.
Probably has to do with easing player progression and possibly performance, though I might be wrong on that last one. Now that you say so, though, maybe in addition to settings for infinite money, etc. there could be an option to have all tiles unlocked at game start?

Dev diary and video blog. Or did you see in any of both sources a map editor or import function of height maps? This is not anymore a simple task as it was with SimCity 4000, because you have to define from where to where the water flows, air direction, natural resources etc.
If once we get a map Editor or someone mods one is another story. But the answer based on available sources remains no.
The original Cities Skylines map editor let you do all those things (or, okay, not wind, that was just calculated based on height, but still).
 
  • 2
Reactions:
Dev diary and video blog. Or did you see in any of both sources a map editor or import function of height maps? This is not anymore a simple task as it was with SimCity 4000, because you have to define from where to where the water flows, air direction, natural resources etc.
If once we get a map Editor or someone mods one is another story. But the answer based on available sources remains no.
Pure nonsense.

By the same logic, the list of things that are "not" in the game because they haven't been mentioned yet should be very, very long. And include a number of staples of the genre.

The proper answer for features that haven't been announced (but that are common in the genre and were present in the previous version of the game) is, at worse, "we don't know" or "it's not confirmed". Not "no". "No" is just pure disinformation at this point.

"This Is not anymore a simple task as it was with SimCity 4000 because you have to define frim where to where the water flow, air directions, natural resources..."

You do know all of those were in Cities Skylines 1 except air direction, and yet Cities Skylines 1 had a map editor that could import height maps from release. Right?

Because it sounds like you don't even know the most basic facts about what you're saying right now.
 
  • 4Like
Reactions:
Your mileage may wary, of course, but to be honest, I'd rather have more well-crafted international themes (like South East Asia, one or more African themes, something from South or Central America, etc.) than just more Euro/North American ones. Not that I would mind having more Western city themes to choose from, of course!
Since that is a lot of work for artists, but doesn't really require changes to the game otherwise (and doesn't change the game mechanics), such themes are perfect candidates for DLC (and this makes sense even to me as a player - I'll want that content eventually, but I don't want them to delay the release because of that).
 
  • 2Like
Reactions:
Since that is a lot of work for artists, but doesn't really require changes to the game otherwise (and doesn't change the game mechanics), such themes are perfect candidates for DLC (and this makes sense even to me as a player - I'll want that content eventually, but I don't want them to delay the release because of that).
Obviously. Confirmed themes for release are North American and European. We're unlikely to get more except through DLCs.
 
I find this unlocking of tiles completely unneccessary. Give me all available space and I can decide freely where I do construct tiny villages, or one big city or whatever I want to do.
I imagine an all tiles mod will be out either by day one or week one of release.
 
  • 1Like
  • 1
Reactions:
I was hoping that climate might be one of the features that could be independent of the map, that you could pick at the game's start.

Because who doesn't want to play a tropical map with fjords?
 
  • 4Love
  • 1
Reactions:
I was hoping that climate might be one of the features that could be independent of the map, that you could pick at the game's start.

Because who doesn't want to play a tropical map with fjords?
I always roleplayed my cities as being new developments on a recently-terraformed planet in the future (I never really gave much credence to the in-game calendar, tbh, especially because its flow didn't correlate very well to the in-game day/night cycle).
 
  • 1Like
Reactions:
Pure nonsense.

By the same logic, the list of things that are "not" in the game because they haven't been mentioned yet should be very, very long. And include a number of staples of the genre.

The proper answer for features that haven't been announced (but that are common in the genre and were present in the previous version of the game) is, at worse, "we don't know" or "it's not confirmed". Not "no". "No" is just pure disinformation at this point.

You do know all of those were in Cities Skylines 1 except air direction, and yet Cities Skylines 1 had a map editor that could import height maps from release. Right?

Because it sounds like you don't even know the most basic facts about what you're saying right now.
Nonsense is what you are writing. If there would be such an important feature as a map editor in the game from beginning the devs would have shown it. If there would be a map editor then this dev diary 7 would the place to show. There is no reason to hide this. If we get a map editor later or someone mods an editor is another story.
The dev diaries are very detailed, so I don't know why people who have no clue just fantasizing any features into the game that were not shown and not even mentioned. The dev diaries are what we get on release, nothing less and nothing else. And it's a good decision to make such detailed dev diaries, so expectations aren't set too high and unrealistic. The dev diaries also didn't show bicycles and there won't be bikes on release. It easy like this.
And just because devs have all the tools to create maps, assets, transport vehicles, rules, weather, seasons etc. doesn't mean the players get access to all these tools.
 
  • 5
  • 1Haha
Reactions:
So I have one major concern about how the map is laid out.

The CS2 map effectively has two borders, the "tile border" and the "map border". The tile border is the space where the tiles are confined to in an unmodded game. The map border extends well beyond that. The idea, of course, is to give a sense of continuity to the land, so even if you build your city up to the tile border, it looks like it's part of a larger landscape.

CS1 also had a tile border and a map border. The tile border was again smaller than the map border. But now consider outside connections.

In CS1, outside connections were at the map border. In CS2, they are at the tile border. Which means all your roads and rail heading out of the city just ... stop at the tile border. Meaning unless there is some heavy fog there (which the dev diary video showing an outside connection being placed implies there isn't one) then isn't that going to look a little weird and immersion-breaking?
 
  • 5
Reactions:
In CS1, outside connections were at the map border. In CS2, they are at the tile border. Which means all your roads and rail heading out of the city just ... stop at the tile border. Meaning unless there is some heavy fog there (which the dev diary video showing an outside connection being placed implies there isn't one) then isn't that going to look a little weird and immersion-breaking?
It looks like current behavior of a beta build, since late loading the outher terrain looks bad, water glitching everywhere on high altitude view is also too unpleasant to left as is. As the road spawnpoints (currently?) attached to base border on vanilla tiles area - it may be temp solution, and even with that in general plan.. we can have modded tiles reaching the absolute border, so the spawnpoint of outside connection may be located where it's logical.
 
There's a good old rule that says "absence of evidence is not evidence of absence". You should learn it because you are spitting all over that rule like you are right now. We know the bikes are not in because we were explicitly told they are not in. Not because "they weren't mentioned". Not everything that isn't mentioned isn't gonna be in the game!

In fact, we already know of some things that will be in the game but won't be covered in the dev diaries, like mods (since we've seen a screenshot of the main menu that clearly has a mod section on it). And I believe someone mentioned recently that the devs had said there would be an *asset* editor - also not included in the dev diaries! So your idea that if it'd not in dev diaries, it's not in the game is not supported by facts.

You are making incredible leaps of assumption and spreading rumors without a shred of confirmation. At present, the only true answer to "is there a map editor" is "we don't know".

Anything else is pure speculation, and treating it as fact is nonsense.
 
  • 7
  • 1
Reactions:
We only have section EDITOR in main menu. What it means - think by yourself. May be like older menu with selection to maps, assets, peds, scenarios, or anything else.
 
  • 2Like
  • 1
Reactions:
I had forgotten that link was even in the screenshots.

Which just confirm what I'm saying: there are editors in the game, and no dev diary about them. So the idea that "if it's not a Dev Diary it's not in the game" is just clearly, absolutely, demonstrably wrong. There are editors, and they're not in the dev diaries.

We can't say for sure that the editors include a map editor (although my opinion is that it very probably does), but we certaintly can't say for sure that there ISN'T one, like Miwi keeps insistin
 
  • 4
  • 1Like
Reactions:
It looks like current behavior of a beta build, since late loading the outher terrain looks bad, water glitching everywhere on high altitude view is also too unpleasant to left as is. As the road spawnpoints (currently?) attached to base border on vanilla tiles area - it may be temp solution, and even with that in general plan.. we can have modded tiles reaching the absolute border, so the spawnpoint of outside connection may be located where it's logical.
I'm not entirely sure about the connecting roads being visible outside of the limits. Remember that you can add new connections later on, so the game would need to generate a dummy road for you ?

It does feel like that we should be able to build roads there, just no zoning or buildings. Simply to keep the backdrop consistent.
 
  • 2
Reactions:
There's a good old rule that says "absence of evidence is not evidence of absence". You should learn it because you are spitting all over that rule like you are right now. We know the bikes are not in because we were explicitly told they are not in. Not because "they weren't mentioned". Not everything that isn't mentioned isn't gonna be in the game!

In fact, we already know of some things that will be in the game but won't be covered in the dev diaries, like mods (since we've seen a screenshot of the main menu that clearly has a mod section on it). And I believe someone mentioned recently that the devs had said there would be an *asset* editor - also not included in the dev diaries! So your idea that if it'd not in dev diaries, it's not in the game is not supported by facts.

You are making incredible leaps of assumption and spreading rumors without a shred of confirmation. At present, the only true answer to "is there a map editor" is "we don't know".

Anything else is pure speculation, and treating it as fact is nonsense.
come on...seriously, mods are not covered in dev diaries? Wow... is there any game on Steam at all, that doesn't have mods? All more or less important games have mods, so it's very safe to assume CS2 will also have mods. Is that all you have to support your theory? And have you seen your asset editor that "someone has mentioned that the devs have said..."? I don*t make any assumptions about features I haven't seen in dev diaries and I would recommend everybody should do so. I believe it's very likely we will get some sort of editors in the future but not with the release day 1.
 
  • 6
Reactions:
As someone else posted in another thread, this is a screenshot of the main menu taken from the latest video.

See what's between "Load Game" and "Paradox Mods"?
1690892348920.png


Apparently, the main menu has an option for something that's not going to be in the game on Day 1.
 
  • 5
Reactions: