cities-skylines-2 game sourced
Cities: Skylines II
The sequel to Cities: Skylines, with citizens choosing routes by time, comfort, and money, a tech tree of development points, preset climates with seasons, and maps of up to 441 tiles.
core loop
zone and draw roads -> citizens choose homes, jobs, and routes by cost, time, and comfort -> taxes and fees fund services -> milestones grant development points and map tiles -> unlock transport and services -> expand
design notes
Route choice is a weighted cost over time, comfort, money, and behavior, so parking fees, transit fares, and lane choice shift where agents go, and the first game's cap of about 65,000 rendered citizens is replaced by a hardware limit. One in-game day and night stands for a month, so daily traffic rhythms and seasonal climate run on different scales. The launch drew criticism for performance and its economy simulation, console versions were delayed indefinitely in 2024, and development moved from Colossal Order to Iceflake Studios after a November 2025 announcement.
relations
19 stored edgesAgent pathfinding
Citizens compare driving, transit, and walking with a cost combining time, comfort, money, and personal preference.
Traffic congestion
Vehicles spread across lanes, parking fees enter route cost, and accident checks run per road segment.
Zoning
Residential, commercial, industrial, and office zones along roads, with signature buildings unlocked at milestones.
Milestone unlocks
Milestones grant development points and map tiles, from 9 starting tiles up to 441.
Power grid
Generation, a connected grid, and batteries; solar output varies with weather and time of day and wind with wind strength.
Random disasters
Floods, forest fires, and tornadoes, mitigated by disaster response services.
Tech tree
Development points are spent in a tree to unlock transport options and services.
Travel mode choice
Citizens compare driving, transit, and walking using a cost of time, comfort, money, and personal behavior, and parking fees enter the driving cost.