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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.

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.

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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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OK, someone correct me if I'm wrong:
Potentially unlockable map: 23 x 23 tiles, so 529 tiles
Of these 529 tiles, the player can only choose 441 tiles max, so the equivalent of 21 x 21 tiles.
We know the total building area is 159 km². So if 21 x 21 tiles = 159 km², each side is 12,61 km and each tile is 0,60 x 0.60 km.
So the central part of the map, the 23 x 23 tiles is 13,80 x 13,80 km = 190,44 km²

In CS1, the 81 tiles map was 298,5 km². But we still don't know (and probably won't before the release) if the map's edge, this area devoid of apparent tiles, will be buildable thanks to a mod.
Even if that, the 3D space is bigger with generated terrain. This even looks like 9tiles + one more layer. Also like in CS1 the rest tiles were non interactable at all. So, the area may be moddable, but the biggest concern remains. simulated area may be 23x23 tiles only. and change this is harder than open rest tiles for interaction.
 
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 Size] - I don't quite get the map size; it's not yet fully clear whether the total buildable area is bigger or smaller? It seems to be marketed as bigger, but the numbers would seem to imply smaller? If so: that's probably the one single big red flag I have gotten so far for this game, and I hope y'all ensure that buildable areas are growing rather than shrinking.
  • [Map Tiles] - I don't really understand the logic behind map tiles in the first place, as they feel more of a nuisance than any particularly engaging gameplay. It's the one constraint I've never felt it fun to play with; I'd always insta-unlock everything in Skylines even if 90% of it just stayed untouched the whole game. The only two good reasons I could see are to allow players to meter their limited computer resources (which has other & better ways to address) or if Multiplayer was included and annexation of new lands were a bigger part of gameplay (cough cough)
  • [Procedurally Generated Maps] - I crave the ability to procedurally generate maps, perhaps setting some bounds like "I want this climate" or "I want a river and an ocean" or "30% water area" ... it feels so constraining only being able to play on maps that have been deliberately crafted.
  • [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] - 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. (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 100% pay for a DLC that did this if the modding community doesn't get to it first. 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.)
And two more that I've posted previously:
  • [Aesthetic Districts] - I'd love if I there could be libraries of assets that could be linked together, along with color palettes. I might setup a district that I call "Little Italy", toggling it to use Italian-themed assets. I might give it a color palette set to Red, White, Green, which will then auto-color assets that allow variable colors, like Italian tricolore mailboxes & benches, or the color of spotlights at night. (this could be a whole "Little Neighborhood" DLC that might pair with some asset DLCs.)
  • [Filling In Voidspaces] - An annoyance I always had with Skylines is the little bits of empty space in between lots, particularly along curves roads, and how tedious it could be to get them to fit in with the surrounding uses. I'd love if lots could apply ground textures & small assets into those void spaces to make them feel less of a void.
Thanks!! :)
 
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This especially taking into account that we don't need to have all tiles connected to each other which would allow us to have several mid size Cities on a large map.
However the text says that nearly all tiles will be unlockable. That means that the map will be smaller than in CS1. I wonder if there is an engine limitation, for sure I hope it will be possible to increase it in the future.

Not that I want to complain. I really like the maps. Alps with snow on them looks great. Hope for a height based climate, let's see next week. And Themes are a great addition. Personally I will go with European roads, but I like the American buildings more, so I will chose American as district style.
its probably because of consoles. i wish they just focused on making the PC version great.
 
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However the text says that nearly all tiles will be unlockable.
Exactly follows developer's plan. Team planned an area, only 441 out of 529 tiles is usable. But this is still vanilla border, they are not planned other tiles to be abailable for building, but there is a live example how it HAS BEEN achieved via modding community in previous game. I'm strongy sure it is the same case, but with newer game.
 
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I really enjoy that maps are bigger, but I still miss an option to see the whole map before starting a new game on it.

I like to pre-plan a lot before even starting a new city, and seeing the whole map in advance helps me to know all the possibilities that I'll have. Today I rely on some websites such as https://skylines.country/ to get this info, but it would be nice if I had this feature in the game.
 
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I am fairly certain that the whole map specs are based on unmodded game.
Ie...cs vanilla base 25 squares to choose only 9 to build on. Cs 2 starts with 9 tiles approx equal to the 1 starting cs tile. So 9 cs tiles equals approx 81 cs 2 tiles, this is over 5 times larger at 441 tiles.

So with remastered we now have 25 tiles to build on, approx 625 cs 2 tiles, but we are only getting 441 tiles.
 
@co_avanya : Please kindly end the speculation around the moddable map size. From the video we know now that CS2 has a 23x23 = 529 tiles area. 441 of these 529 tiles will be available in the base game and I am pretty confident all 529 can be unlocked easily with a mod.

Now what we need to know is:
1. Is the remaining map outside the 23x23 grid equally available to modders so it can be used when unlocked by a mod?
2. How big can the largest possible modded map be? I guess at least 30x30 tiles should be possible if the map supports it (which would be ~320km2 and thus even larger than the 81 tiles map in CS1)

Nobody is asking you if anything like that would be officially supported by CO, people would just like to know what is technically possible. If you're not sharing this info, all communities will be full with speculative and usually mostly wrong information about the map size and the question whether it will be "bigger" or "smaller" (because 90% of CS players don't care about the official 3x3 tiles size). Thank you!
 
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In the coming DD's and insight videos can we please get video of water dynamics, ie waterfalls, beach shores, etc.... Pretty much any with land/water interactions.

Thanks in advance.
 
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Okay, so the tiles are about 1/3 the size in area. I take it the cells are still 8x8 meters?
This is the real question. What is the relative size of a single cell. Will an identical city built within the vanilla starting tile set (1 tile for CS1 and 9 tiles for CS2) take up exactly the same percentage of space in each? Said another way... if I build a single 4x4 residential block in CS1 and a single 4x4 residential block in CS2, will those respective blocks occupy exactly the same percentage of buildable space within the starting blocks for CS1 & CS2 respectively?

At the end of the day, it would be helpful to know if bigger cities can now be built within the starting vanilla block set in CS2.

If I have lost my mind, please point that out as well... thanks ;)
 
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If I can't import height maps and customize the imported map with a map editor, then I might stick with the original game and pass on this one. Nothing ruins a city builder than static maps provided by the game developers. Static map games have to be exceptional for me to purchase them. That is just me though.

I would have thought we would get a developer diary on the editors for the game as well and not seeing one listed is a disappointment. I thought we might get an overview for a map editor in this DD since there's not a DD listed for editors listed specifically. I like creating virtual worlds so not being able to edit game assets will make the game a possible pass for me. Again this is just me and I'm sure that I'm probably in a minority wanting this.
 
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My brain is slow this morning but to confirm, I can add outside (say a sea connection) to any map when I unlock the edge or it has to have that on the map settings?
 
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While the discussion continues about the comparative sizes of the 81 tiles mod, as a console player I’m going to go ahead and state that the new map size is a pleasant improvement upon the standard 9 tiles of the vanilla console game (especially for disc owners who never got the free Remastered upgrade).

In particular it will be nice to be able to build power stations or water treatment plants in more secluded locations outside the city rather than in whatever little space could be carved out of the 9 tiles.

So yes, it might not equate to the 81 tile mod, but as far as officially supported tiles goes, this seems good.
 
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My brain is slow this morning but to confirm, I can add outside (say a sea connection) to any map when I unlock the edge or it has to have that on the map settings?

Quote from the written Dev Diary above:
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.
 
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  • [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!)
Yes! I would love to see this rather than using a mod to do the same thing.
 
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