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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.


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This Dev Diary maybe isn't quite as inspiring as the past ones! Though I do really like the Windy Fjords map & am eager to give that one a whirl. Some thoughts:
  • [Map Creator Tools] - Would love some in-game painting tools for creating new maps! (I imagine this is probably already intended, but I wanted to mention it since Paradox does tend to forget Creator Tools in their games!)
  • [Real World Maps] - This is my dream-request that while feasible I feel pretty confident is probably beyond the scope of what the game will have at launch... but I'd love a way to select a spot on a globe & it'd pull from terrain maps, climate maps, resource maps, etc to auto-generate a map of wherever the player selected. (I'd made a tool that did this for SimCity 4 about 20 years ago; data is pretty easily available & standardized for much of the world. I'd 100% pay for a DLC that did this if the modding community doesn't get to it first!)
One more note to the Map editor + tile mods. We have other scheme with outher tiles invisible in map's preview area (13.8x13.8km to a small picture). How it works and how we can modify the editor to add outher tiles to editable ones? I'm concerned about OC mechanics, where roads cuts on vanilla border.
 
i know this was wishful thinking but I hoped to see regions like in Simcity 4 or at least some deeper ways to interact with neighboring cities, like resource & service trading and a way in which the global economy and inter-city connections would affect the prosperitiy of cities and their economy.

A man can dream right?
 
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CS2 map tiles are on tenth, not one third the size of CS!

That is obvious from the rest of the dev. diary (either do the calculations from the km² or go by the statement that 9 new tiles as starting space are the equivalent of one old tile).

I guess that "one map tile is much smaller - roughly ⅓ what it is in the predecessor" refers to the length of the edge of each tile.
 
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Snow covered mountains..... From the map selection screen it looks like all the snow covered parts will be outside of buildable areas, so are these all just backdrops? Or can we actually have some snow covered buildings in mountains while having lower elevations with no snow?
 
According to I interpret it, using CS1 measure, in CS2 we will have more or less 7x7 = 49 playable mosaics, and the map will be 8x8 = 64 mosaics.
In short, smaller raw map, larger playable map.
The issue may come through the consoles, and that the mosaic is 1/3 so that it finds less ground than calculating in real time by the processors, whether from PC or console. Many unlock immediately all mosaics, but many more go little by little.

Good novelty is to be able to play mosaics without connection to each other, or to be able to unlock mosaic on the edge of the map for new connections.
 
CS2 map tiles are on tenth, not one third the size of CS!

That is obvious from the rest of the dev. diary (either do the calculations from the km² or go by the statement that 9 new tiles as starting space are the equivalent of one old tile).

I guess that "one map tile is much smaller - roughly ⅓ what it is in the predecessor" refers to the length of the edge of each tile.
One ninth to be more precis.
 
One ninth to be more precis.
One tenth is closer, actually it is even a bit less: A CS1 tile is stated as 1.92 km * 1.92 km, the whole area for CS as 159 km² at 441 tiles. So one old tiles is (1.92 km * 1.92 km)/(159 km² / 441), i.e. about 10.23 times the size of a new one.
 
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According to I interpret it, using CS1 measure, in CS2 we will have more or less 7x7 = 49 playable mosaics, and the map will be 8x8 = 64 mosaics.
In short, smaller raw map, larger playable map.
Not sure if I can follow.

1 tile in CS1 is ~1.92x1.92km = ~3.68km2
1 tile in CS2 is ~0.6x0.6km = ~0.36km2

The vanilla playable area in CS2 is 441 tiles, i.e. ~159km2 which is ~43 tiles of CS1, or around 6.5x6.5 tiles of CS1. Means, it is ~70% bigger than the CS1 25 tiles mod area (~92km2).

The generally available grid in the CS2 base game seems to be 23x23=529 tiles, i.e. ~190km2. This is a bit more than double the area of the CS1 25 tiles mod, i.e. ~52 CS1 tiles, or 7.2x7.2 CS1 tiles. Or, in other words, it is ~2/3 of the CS1 81 tiles mod area.

The size of the CS2 total map is kind of unknown yet, but it looks like in addition to the 23x23 tiles area, there are at least 12 more tiles per side available. This would make the CS2 map of the size of at least ~47x47=2209 tiles or close to 800km2. This would be more than double the size of the full CS1 81 tiles map area, i.e. 216 CS1 tiles or 14.7x14.7 CS1 tiles. Of course, we don't know yet how big that CS2 map really is and if there is a possibility to unlock more than 23x23 tiles with mods (I'm pretty confident that we can unlock at least all the 23x23 tiles with a mod). But I guess there is the potential to have very large playable maps in CS2 in the end.

I am already very happy with an anticipated playable size of 23x23 (190km2) with mods. Of course, I'd be even more happy if there would be a way to unlock at least a ~400km2 area in CS2 with mods (33x33 tiles). That would be fantastic. Let's see if that will be possible, the CS2 map as such is big enough for that.

Given how well CO listened to user wishes for CS2 in other areas, I would be very surprised if a modded CS2 map would end up to be smaller than the CS1 81 tiles area. But this will remain a speculation as long as CO does not make a move and let us know the modding possibilities of maps.
 
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While I'm as curious as anyone about the precise numerical map size, qualitatively it looks adequate at least. Most of my time with the original game was spent making maps, or making assets for maps (trees!). So I'm especially eager for information regarding the creation process of maps.

- How fine is the terrain mesh detail? What resolution is the height map?
- How fine is the water physics/mesh detail? What's the narrowest flowing water body you can create?
- How does map theme (original meaning) work? I'm assuming and hoping we can still create texture sets to fit different biomes. How many textures does a "theme" support, how are these textures layered, what is the maximum supported texture size, etc?
- What is the tree limit? The existing maps look pretty sparse, which is understandable, but how far can forests be pushed?
- Are there any asset types (sprites, props, etc) optimized for grass? My first impression is "no", since the terrain textures look flat, but I'm curious if there's something to support this.

I hope my questions don't sound pessimistic. The new game certainly has more power than the original and once mods start piecing everything together I'm sure the visual quality of maps will be truly stunning.
 
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In what manner would the existing maps from CS1 be included?
Highly unlikely that the maps from CS1 will be compatible with CS2. More likely they will include more maps in due time that are similar to those in CS1.

If you're talking about custom maps from the workshop, that will have to wait until map creators are up to speed with the new game and can start creating and uploading them.
 
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Video at the 29-35 second mark is extremely promising, looks very reminiscent of SC4 regions. Tile count looks like 23 squares across. But, there's terrain (& likely more room to play) beyond these squares.


EDIT: I hope there's going to be a way to unlock large pockets of tiles without having to select them individually, as that will soon get annoying. And or sandbox mode where unlocking these isn't a requirement.
 
I really hope that we get to see a Australia theme, as well a Australian city theme in this game.

It has disappointed me that CS2 doesn't have modern city buildings that are for low-dense and lower-rise buildings, which is seemingly dominated by more traditionally styled buildings. Which is pretty apparent as most urban centers in Australia are generally dominated by modern housing and slowly with the two story units.
 
My big takeaway from this DD. I'll be getting the mod that lets me unlock every tile.

PC players will rebel against this restriction no matter what. We can see the map is there and the only thing limiting us is some artificial restriction. Just let us buy every tile at the final milestone. If you desperately want to avoid people making performance complaints when they make cities bigger than you anticipated just add a warning with a confirmation click when we unlock beyond the intended.
 
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Hey
It would be really great if we can use ferries to transport all cars to the islands (including services), so we can create really isolated islands without road connection (without bridge or tunnel)
 
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One thing I don't like is limited resources in an endless game. Especially that it is fixed to one era only.
A mining town will run through a lot of Evolution and avancement before it is out of resources.

In CS:1 resources felt more like a one time money award not like something that is defining the "shape" of the city.
 
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One thing I don't like is limited resources in an endless game. Especially that it is fixed to one era only.
A mining town will run through a lot of Evolution and avancement before it is out of resources.

In CS:1 resources felt more like a one time money award not like something that is defining the "shape" of the city.
resources are sumulated good. Coal, metals, mirerals and oil + gas are finite resources for a location. But yes, what to do next...
 
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resources are sumulated very good. Coal, metals, mirerals and oil + gas are finite resources for a location.
Yeah and usually it takes more or less than a century to extract all these resources.
In this time frame several Eras pass. And the ressource extraction and realted industries shape the look and culture of that area.
I come from a coal mining area, so I know what I talk about.
In Cities this time progress is not simulated. I am perfectly fine with it. But taking this into account limited resources are out of game scope.
And gameplay wise it simply does not fit into endless game as long as you do not provide alternatives to the player for an endless amount of time.
I mean it is a minor thing and for sure it will be possible to add unlimited resources by mods, but personally I would like to see other solutions.

In other words: You will never see a new car Model beeing introduced, you will see no climate change, but you will empty your coal deposits. That is contradictory.
 
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