• 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:
We saw the menu and we know the achievements. Of course there will be editors on day 1, just like in CS1 where these editors prompted the incredibly huge modder's community.
 
  • 2
  • 1Like
Reactions:
We saw the menu and we know the achievements. Of course there will be editors on day 1, just like in CS1 where these editors prompted the incredibly huge modder's community.
Agreed, and being that those were from xbox achievements, maybe consoles can share assets, even if there is a storage limit.
 
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.
To be fair, it could be an asset editor. I do note that it is "Editor", singular, rather than "Editors", plural.

That said, though, I think there's no point in arguing about it. The screenshot definitely suggests that an editor of some type will be included at launch, but what kind of editor is anyone's guess. Custom maps was one of the things that made CS1 better, so it's unlikely we'll be left without a map editor for long even if it is not included at launch.
 
The user I was replying to said "no editors". The screenshot clearly proves him wrong on that - there is at least one editor.

He also said that any feature in the game would be covered in dev diaries, but there are no dev diary about any kind of editor, so the screenshot proves him wrong on that, too.

I agree that we don't know whether there is a map editor or not (though I think it very likely). As I've said clearly many times in this thread.
 
  • 6
Reactions:
He also said that any feature in the game would be covered in dev diaries, but there are no dev diary about any kind of editor, so the screenshot proves him wrong on that, too.
Funny thing is that there is no diary "Editors and modding", despite CS1's one. And there is dedicated Editors release back in the past. And no Maps info in old diaries.
 
I suspect - this is merely my suspicion, not certainty - that they are not focusing on the modding aspect in dev diaries because modding may be more limited if it exists at all on console.

CS1 was not released on console at first, so modding was available to everyone who could get the game on release, but CS2 is releasing on console as well as PC on day 1, so if modding options are more limited for the console version it makes sense that they would want to focus the diaries on universal features available to PC and consoles.
 
  • 2Like
  • 2
  • 2
Reactions:
On the subject of left-hand traffic- a lot of buildings in Cities: Skylines 1 do not play all that well with left-hand traffic (most of the bus terminals come to mind), and I'm hoping that the devs will fix that this time around.
 
  • 2
Reactions:
One thing that bugs me about C:SL is how it's got borderline no ground textures (like 4 per map, or something, plus 3 more that can be on top ^^). Anyone knows anything about this? Will forests actually look like forests on the ground? Or is it still just "it's all grass everywhere all the time"?
 
I think even when taken in terms of identical scale sizes, that the maps have "more space" by default because there is a very large compression of the road right of way width in this game. It appears that major (ie medium and large) roads are only 3 zoning cells wide rather than 4 and also that there are neighborhood streets with a ROW width of only one cell. If you take a CK1 city and "shrink" all of the ROW by 25-50% the cities get more compact.
 
ROW Width.JPG


This is a screenshot from the Zoning developer deep dive video. The streets they are adding in the grid on the lower left are about two zone squares wide, and the largest road width in the image appears to be only 3 cells wide, if they are even that wide. Certainly there are no roads in the image that take up 4 cells of widths like most major roads do in CK1. On the right hand side of the image you can see small green neighborhood street running N/S in the image orientation that is only one cell width wide.
 
  • 3
Reactions:
To be fair, it could be an asset editor. I do note that it is "Editor", singular, rather than "Editors", plural.
Same editor is apparently used to create maps and assets, see the achievements in the post a couple posts before your own :) .
 
Will there be an import/export height map function for making custom maps? I've been making a map for CS1 and it looks like it will be finished just in time to be obsolete with a new game. I'd like to be able to salvage at least some of the work by exporting the height map and taking it into CS2.
 
  • 1
Reactions:
So, call me weird.
But I already preordered the game, yet likely won’t make a serious effort to build a city UNTIL a map expansion mod and map editor come out. When I play to build a city, I pay full attention to it and do NOTHING else in the game. So I want my city to be 100% functional to my liking the first time. It would suck to spend my time to build a serious city on the standard 441-tile map and then find out a mod came out to build on a way larger map and you have to re-plan your whole city again with all the new space. That would be the worst!

Anyway, I’m just hoping someone with experience and skill will create a map expansion mod and editor VERY soon upon release. You want my money? Take it! Just get a mod going asap. :)
 
In the dev insights the map looks way larger than the buildable area. So quite sure a mod will expand it.
Bad for console players, thus not part of any official advertisement. In any case I am confident.
I want to have big maps. Not to build mega large cities, I barely expended the built area above 9 tiles. But I want to see rural and empty spaces and for that even 25 tiles felt very small. Never played the 81 tiles mod, so in any case CS:2 will be bigger for me than CS:1. No chance of disappointment, still there is hope for big maps.
 
  • 1Like
Reactions:
Anyway, I’m just hoping someone with experience and skill will create a map expansion mod and editor VERY soon upon release. You want my money? Take it! Just get a mod going asap. :)
I don't know what makes you think there won't be an editor at release. And who's supposed to take your money? CO and Paradox don't do mods (and you already paid for the game, anyway). As for the modders, they're doing it for free and telling them to "get a mod going ASAP" would be rude and vain as they're not your employees.
 
  • 2
Reactions:
I don't know what makes you think there won't be an editor at release. And who's supposed to take your money? CO and Paradox don't do mods (and you already paid for the game, anyway). As for the modders, they're doing it for free and telling them to "get a mod going ASAP" would be rude and vain as they're not your employees.

Hey chill. I am not trying to be rude and I know they are not my employee. It was more of a light-hearted form of encouragement. Did you notice the smiley face at the end there? BTW, I want to visit BoraBora one day. I hear it's beautiful.
 
Last edited:
  • 2Like
Reactions:
Anyway, with the added incentive of money (which I'm sure many gamers like me are happy to pay for good quality mods)
Actually, almost no gamers are willing to pay for good quality mods, even as much as 1$, as any modder with a patreon will tell you. 99% of the gamers won't even click on the thumbs up icon or let a thank you in the comments. In these comments, modders are routinely harrassed, bossed around, sometimes insulted or even threatened.
I am offering a form of payment
Then your best bet is Discord where you'll find a lot of CS modders. Obviously, no work on mods will begin before the release, apart from a tiny group working hand in hand with CO under a NDA.
BTW, I want to visit BoraBora one day. I hear it's beautiful.
I'd like to visit, too, never been there. :)
 
  • 2
  • 1Like
Reactions:
Actually, almost no gamers are willing to pay for good quality mods, even as much as 1$, as any modder with a patreon will tell you. 99% of the gamers won't even click on the thumbs up icon or let a thank you in the comments. In these comments, modders are routinely harrassed, bossed around, sometimes insulted or even threatened.

Then your best bet is Discord where you'll find a lot of CS modders. Obviously, no work on mods will begin before the release, apart from a tiny group working hand in hand with CO under a NDA.

I'd like to visit, too, never been there. :)
Modders are not really treated fairly. It is really something you do because you like doing it. Most mods I ever did I never released to public. Mostly I did some balance changes I liked myself.
Once I shared a tool I programmed to create mods. There were some people working with it and testing it. But at some point I started doing something else and did not continue on it. This is the usual way it ends for many mods and some people fail to understand it.

Anyway I did not see any form of demand towards the modding community in MasterFolders post, more some excitement for the upcoming game and the great community it will for sure have.
 
  • 1Like
Reactions: