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grotaclas

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Aug 7, 2019
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  • Cities: Skylines
The official Cities Skylines II community wiki is now up and running.
cities_skylines_ii_wiki.png

As always, our aim is to turn the wiki into a source of information for both new and experienced players alike, all with the help of our wonderful community members.

If you'd like to help improve the wiki, there are some suggestions available here.

If you have a moment to spare, please be sure to thank editors if they added/modified content you were looking forward to. This can be done from the article's history page via the "thanks" link on the edit line.

Regards,
Paradox Wikis moderation team

On a more personal note, I added support for Cities Skylines II to my tool PyHelpersForPDXWikis which can parse the game files and generate lists and other things for the wiki.

Currently it can generate Signature buildings and Roads and I'm working on service buildings.

Eventually I plan to generate most lists on the wiki.

Please let me know which missing lists are the most important, so that I can prioritize them.
Also please let me know if you have suggestions for improvements for the lists.
I will publish the python code soon, so that others can contribute to the project.
 
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Thread stickied until (if?) an official one about this topic comes out
This is the official thread. I'm a community member of the paradox wikis team and a moderator on the wikis. I posted it with permission from @SolSys who is away right now.

Edit: thank you for stickying the thread
 
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I was amazed how fast it came together. :)
 
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Thanks, was waiting to get the information :cool: As I most likely will be creating vehicle mods, is there any information to their recommended trilimits? I'd love to put my Transport Fever 2 vehicles to CS2 also but mine are much more detailed what I can compare to the vehicles I saw from videos. My models go up to 40-60k tris but I think I could trim it down a bit.
 
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Thanks, was waiting to get the information :cool: As I most likely will be creating vehicle mods, is there any information to their recommended trilimits? I'd love to put my Transport Fever 2 vehicles to CS2 also but mine are much more detailed what I can compare to the vehicles I saw from videos. My models go up to 40-60k tris but I think I could trim it down a bit.
They haven't said anything about limits. But custom vehicles from cs1 are 1k-4k and I think they are equal to now vanilla cs2 vehicles so I would try to stay close to that.
Keep in mind that vehicles will not be in the asset editor yet, they start with only scripts, maps and buildings I believe.
 
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Yea noticed modding comes later but I'd like to make my models ready so I could start fool with the editor right away when it's available :)

From videos trucks for example look more detailed than 1-4k I think, it's hard to say though, I haven't been able to get a closer look of them yet. Also cims seem to have more detailed models now, which made me hopeful to put more detailed vehicles in game too.
 
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Thank you for providing us a Cities: Skylines 2 wiki! <3

I have a question: How can I edit or create Templates? Which permissions are needed? I would add some templates (Natural Resources for maps) and edit/expand some others (like Icons).
 
Thank you for providing us a Cities: Skylines 2 wiki! <3

I have a question: How can I edit or create Templates? Which permissions are needed? I would add some templates (Natural Resources for maps) and edit/expand some others (like Icons).
Permission are reviewed daily/weekly.
You can start with general editing and perms should be updated soon afterwards.
 
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Traffic distribution: ...Being stubborn creatures, they will not alter their route (or even their lane choices) once they've started, regardless of how much traffic they encounter.
What's that? A direct confirmation of "You still gonna have one lane full of cars and 2 more completely empty"?
 
What's that? A direct confirmation of "You still gonna have one lane full of cars and 2 more completely empty"?
That section was mostly a copy&paste from the CS1 wiki. I removed it now to avoid confusion
 
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Yes! Modding information! :D Do all growable buildings come with 3 color masks?

And daaaaamn those signature buildings are looking good! :eek:
Hey there!
We will have some more specific information on modeling and texturing buildings soon!
To answer your question though yes all zoned buildings come with 3 color masks, each color mask channel work together as a set, and buildings have multiple 'sets' of colormask variations. So it's more control and expanded from Cities 1!

Thanks, was waiting to get the information :cool: As I most likely will be creating vehicle mods, is there any information to their recommended trilimits? I'd love to put my Transport Fever 2 vehicles to CS2 also but mine are much more detailed what I can compare to the vehicles I saw from videos. My models go up to 40-60k tris but I think I could trim it down a bit.
Great to see you excited for creating vehicles! We will have more information on that workflow soon!
 
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Also I can note no bridges (but not required for small cars and lightest trucks) - as well question, will it be possible to have seperated submeshes to have working bridges for buses and trucks? It can't be hidden by vehicle hull, so a solution needed. Proposed long ago in CS1's wishlist section

And that way for glasses is resource-friendly, still need to admit it doesn't use transparent layer for headlights (hah, for windows obviously, you know... interiors + simulating cims inside is way complexer that just flag cim_unit[id].isInside). It is developed for game's renderer, right?
 
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Hello! New modder here! I am looking for the Developer guides with CS2, but it'ts not on the WIKI, any infomations?

I also tried AppData\Local\Colossal Order, but there is no folder for CS2
 
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Hello! New modder here! I am looking for the Developer guides with CS2, but it'ts not on the WIKI, any infomations?

I also tried AppData\Local\Colossal Order, but there is no folder for CS2
Hello!
We will have more information coming soon, what would you like to see?