Expensive Expansion (25 tile version) This mod increaces the cost of nieuw tiles (x22) and unlocks all 25 tiles. This means that the first tile costs around 100.000.
. WW: 15 August 2017, Mode(s) Cities: Skylines is a developed by and published.
The game is a single-player open-ended. Players engage in by controlling, placement, taxation, public services, and of an area.
Players work to maintain various elements of the city, including its budget, health, employment, and pollution levels. Players are also able to maintain a city in a mode, which provides unrestricted creative freedom for the player. The game has also had official released for it.
Cities: Skylines is a progression of development from Colossal Order's previous Cities in Motion titles that focused on designing effective transportation systems. While the developers felt they had the technical expertise to expand to a full city simulation game, their publisher Paradox held off on the idea, fearing the market dominance of. However, after the critical failure of the, Paradox greenlit the title. The developer's goal was to create a game engine capable of simulating the daily routines of nearly a million unique citizens, while presenting this to the player in a simple way, allowing the player to easily understand various problems in their city's design. This includes realistic traffic congestion, and the effects of congestion on city services and districts. Since release, the game has added five paid expansions, along with other free updates and support for user-generated content. The game was first released for, and in March 2015, with ports by for and being released in 2017.
The game received favourable reviews from critics, and was a commercial success, with more than 4 million copies sold by September 2017. Cities: Skylines allows for construction of cities and a variety of transportation options. Players start with a plot of land - equivalent to a 2-by-2-kilometre (1.2 mi × 1.2 mi) area - along with an interchange exit from a nearby highway, as well as a starting amount of in-game money. The player proceeds to add roads and residential, industrial, and commercial zones and basic services like power, water, and sewage as to encourage residents to move in and supply them with jobs. As the city grows beyond certain population tiers, the player will unlock new city improvements including schools, fire stations, police stations, health care facilities and waste management systems, tax and governing edicts, transit, and other features to manage the city. One such feature enables the player to designate parts of their city as districts. Each district can be configured by the player to restrict the types of developments or enforce specific regulations within the district's bounds, such as only allowing for agricultural industrial sectors, offering free public transportation to residents in the district to reduce traffic, or increased tax levels for high commercialized areas.
Buildings in the city have various development levels that are met by improving the local area, with higher levels providing more benefits to the city. For example, a commercial store will increase in level if nearby residents are more educated, which in turn will be able to allow more employees to be hired and increase tax revenue for the city.
When the player has accumulated enough residents and money, they can purchase neighboring plots of land, allowing them to build up 8 additional parcels out of 25 within a 10-by-10-kilometre (6.2 mi × 6.2 mi) area. The parcel limitation is to allow the game to run across the widest range of personal computers, but players can use modifications to open not only all of the game's standard 25-tile building area, but the entire map (81 tiles, 324 square kilometers). The game is rendered using effects to give an impression of scope for the simulation.
The game also features a robust transportation system based on Colossal Order's previous, allowing the player to plan out effective public transportation for the city to reduce traffic. Roads can be built straight or free-form and the grid used for zoning adapts to road shape; cities need not follow a. Roads of varying widths (up to major ) accommodate different traffic volumes, and variant road types (for example roads lined with trees) offer reduced or increased in the surrounding area at an increased cost to the player.
The road system can be augmented with various forms of such as buses and subway systems., via the addition of user-generated content such as buildings or vehicles, is supported in Skylines through the Steam Workshop. The creation of an active content-generating community was stated as an explicit design goal. The game includes several premade terrains to build on, and also includes a map editor to allow users to create their own maps, including the use of real world geographic features. Mods are also available to affect gameplay; prepackaged mods include the ability to bypass the aforementioned population tier unlock system, unlimited funds, and a higher difficulty setting. Development Finnish developer Colossal Order, a thirteen-person studio at the time Cities: Skylines was released, had established its reputation for the series, which primarily dealt with constructing transportation systems in pre-defined cities. They wanted to move from this into a larger city simulation like the franchise, and in preparation, developed using the to assure they had the capability to develop this larger effort.
They pitched their ideas to their publisher, but these initial pitches were focused on a political angle of managing a city rather than planning of it; the player would have been mayor of the city and set edicts and regulations to help their city grow. Paradox felt that these ideas did not present a strong enough case as to go up against the well-established SimCity, and had Colossal Order revise their approach. The situation changed when the was released, and was critically panned due to several issues. Having gone back and forth with Colossal Order on the city simulation idea, Paradox used the market opportunity to green-light the development of Cities: Skylines.
One goal of the game was to successfully simulate a city with up to a million residents. To help achieve this goal, the creators decided to simulate citizens navigating the city's roads and transit systems, to make the effects of road design and transit congestion a factor in city design. In this, they found that a growth and success of a city was fundamentally tied to how well the road system was laid out.
Colossal Order had already been aware of the importance of road systems from Cities in Motion, and felt that the visual indication of traffic and traffic congestion was an easy-to-comprehend sign of larger problems in a city's design. To represent traffic, Colossal Order developed a complex system that would determine the fastest route available for a simulated person going to and from work or other points of interest, taking into account available roads and public transit systems nearby. This simulated person would not swerve from their predetermined path unless the route was changed mid-transit, in which case they would be teleported back to their origin instead of calculating a new path from their current location. If the journey required the person to drive, a system of seven rules regulated their behavior in traffic and how this was shown to the user, such as skipping some rules in locations of the simulation that had little impact while the player was not looking at those locations. This was done to avoid cascading traffic problems if the player adjusted the road system in real time. The city's user-designed transportation system creates a node-based graph used to determine these fastest paths and identifies intersections for these nodes.
The system then simulates the movement of individuals on the roads and transit systems, accounting for other traffic on the road and basic physics (such as speed along slopes and the need for vehicles to slow down on tight curves), in order to accurately model traffic jams created by the layout and geography of the system. The developers found that their model accurately demonstrates the efficiency, or lack thereof, of some modern roadway intersections, such as the or the. Release Cities: Skylines was announced by publisher on 14 August 2014.
The announcement trailer emphasized that players could 'build their dream city,' 'mod and share online' and 'play offline' —the third feature was interpreted by journalists as a jab at, which initially required an Internet connection during play. Skylines uses an adapted with official support for. The game was released on 10 March 2015, with Colossal Order committed to continuing to support the game after release.
Assisted Paradox in porting the game to the console and for, which was released on 21 April 2017; the version includes the After Dark expansion, but no other expansions. Tantalus also ported the game and the After Dark expansion for, expected for released on 15 August 2017. Both Xbox One and PlayStation 4 versions received physical release versions distributed. The game was built from the ground-up to be friendly to, interfacing with Steam Workshop. Colossal Order found that with Cities in Motion, players had quickly begun to modify the game and expand on it.
They wanted to encourage that behavior in Cities: Skylines, as they recognized that modding ability was important to players and would not devalue the game. Within a month of the game's release, over 20,000 assets had been created in the Workshop, including modifications that enabled a and a. As of March 2017, over 100,000 user-created items were available. Many of these fans have been able to use crowd-funding services like to fund their creation efforts. Paradox, recognizing fan-supported mods, started to engage with some of the modders to create official content packs for the game starting in 2016.
Cities Skylines 81 Tile Mod
The first of these was a new set of -inspired buildings created by Matt Crux. Crux received a portion of the sales of the content from Paradox. Expansion packs Cities: Skylines offers several. Below is a list of major expansion packs provided by the developers. Name Release date Description After Dark 24 September 2015 First announced at 2015, After Dark adds new unique buildings, including a casino and a luxury hotel, and settings for expanded tourism and leisure specializations. Its release coincided with a free patch adding a day-night cycle into the game.
Snowfall 18 February 2016 Snowfall adds snow and other winter-themed elements, as well as trams/streetcars. Alongside this release, a free update to the game added a theme editor. This feature brought new graphics options that enabled players to create visually different worlds, such as an alien landscape. These customized game maps could then be uploaded to the Steam Workshop. Match Day 9 June 2016 Match Day was free DLC which added a stadium. Natural Disasters 29 November 2016 At Gamescom in 2016, Natural Disasters was announced, which added to the game, in addition to new disaster response and recovery services that the player could add to their city.
Other new features included a scenario editor and in-game radio stations. Mass Transit 18 May 2017 The 'Mass Transit' expansion, announced in February 2017, includes more diverse options for the game's mass transit systems, such as ferries, cable cars, blimps, monorails and improved commuter hubs, among other additional assets. Concerts 17 August 2017 A mini-expansion, 'Concerts', added the ability for players to place event venues for concerts and festivals, and enact laws and regulations relating to these.
Green Cities 19 October 2017 The 'Green Cities' expansion, announced in August 2017, allows the player to implement principles related to to cities, such as solar panel rooftops, electric cars, and other ecological improvements. Reception Reception Aggregate scores Aggregator Score 86.49% 85/100 Review scores Publication Score 9/10 8.75/10 8/10 8.5/10 86/100 Pre-release When the game was first announced, journalists perceived it as a competitor to the poorly-received, 2013 reboot of, describing it as 'somewhat. The antidote to Maxis' most recent effort with SimCity' and 'out to satisfy where SimCity couldn't.' A article touched upon 'something of a size mismatch' between developer Colossal Order (then staffed by nine people) and, and their respective ambitions with Skylines and SimCity.
Critical reception Cities: Skylines has received positive reviews from critics. Awarded the game a score of 8.5 and said 'Don’t expect exciting scenarios or random events, but do expect to be impressed by the scale and many moving parts of this city-builder.'
Gave the game a 9 out of 10 with the reviewer stating, ' Cities: Skylines not only returns to the ideals which made the city-building genre so popular, it expands them. I enjoyed every minute I played this title, and the planning, building, and nurturing of my city brought forth imagination and creativity from me like few titles ever have.' Gave Cities: Skylines a perfect score, noting its low price point and stated that despite a few minor flaws, it is 'the finest city builder in over a decade.' Much critical comparison was drawn between SimCity and Cities: Skylines, with the former seen as the benchmark of the genre by many, including the CEO of Colossal Order. Generally critics considered Cities: Skylines to have superseded SimCity as the leading game of the genre, with The Escapist comparing the two on a variety of factors and finding Cities: Skylines to be the better game in every one considered. However, some critics did consider the absence of disasters and random events to be something that the game lacked in comparison to SimCity, as well as a helpful and substantial tutorial. Disasters have since been added to the game as DLC.
Commercial reception Cities: Skylines has been Paradox's best-selling published title: Within 24 hours, 250,000 copies had been sold; within a week, 500,000 copies; within a month, 1 million copies; and on its first anniversary, had reached 2 million copies sold. By its second anniversary, the game had reached 3.5 million sales.
By September 2017, the CEO of Paradox Interactive revealed that the game has sold more than 4 million copies. The city of, where Paradox's headquarters are located, has used Cities: Skylines to plan and simulate a new transportation system, as described in the documentary My Urban Playground. References. Retrieved 23 September 2017. 23 September 2014. Retrieved 10 March 2015.
^ Dean, Paul (14 September 2014). Retrieved 11 February 2014. Haimakainen, Henri (24 September 2014). Paradox Interactive Forums.
Archived from on 28 September 2014. Retrieved 24 September 2014. ^ (Press release). Paradox Interactive.
14 August 2014. Archived from on 11 March 2015. Retrieved 21 September 2014. ^ Lehto, Antti; Morello, Damien; Korppoo, Karoliina (27 March 2015). Retrieved 27 March 2015.
^ Peel, Jeremy (18 May 2017). Retrieved 18 May 2017. Livingstone, Christopher (19 March 2015). Retrieved 19 March 2015. ^ Wiltshire, Alex (10 February 2017).
Retrieved 10 February 2017. O'Connor, Alice (15 August 2014). Rock, Paper, Shotgun.
Retrieved 21 September 2014. Stoneback, Robert (14 August 2014). The Escapist. Retrieved 21 September 2014. Munthe, Jacob (20 August 2014).
Retrieved 21 September 2014. Dryus, Oscar (16 February 2017). Retrieved 16 February 2017. Phillips, Tom (16 February 2017). Retrieved 16 February 2017.
Hall, Charlie (4 August 2015). Retrieved 4 August 2015. Faller, Patrick (3 April 2017). Retrieved 3 April 2017. MacLeod, Riley (21 April 2017). Retrieved 21 April 2017.
Nunneley, Stephanny (21 June 2017). Retrieved 21 June 2017. Campbell, Colin (8 April 2015). Retrieved 8 April 2015. Newhouse, Alex (24 August 2016).
Retrieved 24 August 2016. Donnelly, Joe (3 March 2017). Retrieved 6 March 2017. Matulef, Jeffrey (6 August 2015). Retrieved 6 August 2015. 20 August 2015. Retrieved 17 December 2015.
Morrison, Angus (19 January 2016). Retrieved 19 January 2016. Morrison, Angus (3 February 2016). Retrieved 3 February 2016. Chalk, Andy (10 February 2016).
Retrieved 10 February 2016. Retrieved 27 November 2016. Purchase, Robert (18 August 2016). Retrieved 18 August 2016.
MacLeod, Riley (28 February 2017). Retrieved 28 February 2017. Faller, Patrick (14 April 2017). Retrieved 14 April 2017. Newhouse, Alex (18 May 2017). Retrieved 18 May 2017.
Donnelly, Joe (17 August 2017). Retrieved 17 August 2017. Scott-Jones, Richard (22 August 2017). Retrieved 22 August 2017. Liguori, Alice (19 October 2017).
Retrieved 19 October 2017. Retrieved 10 March 2015. Retrieved 10 March 2015. Retrieved 12 March 2015. Todd, Brett. Retrieved 13 March 2015. The Escapist.
Cities Skylines 25 Tiles Model For Free
Parrish, Peter (14 August 2014). Retrieved 21 September 2014.
Livingston, Christopher. Retrieved 20 April 2015. Dean, Paul. Retrieved 20 April 2015. Dingman, Hayden. Retrieved 20 April 2015. Maiberg, Emanuel.
Retrieved 20 April 2015. Tassi, Paul. Retrieved 20 April 2015. Young, Shamus. The Escapist.
Retrieved 20 April 2015. Hargreaves, Roger. Retrieved 20 April 2015. Hillier, Brenna (17 March 2015). Retrieved 17 March 2015. Futter, Mike (14 April 2015). Retrieved 14 April 2015.
Nunnely, Stephany (10 March 2016). Retrieved 10 March 2016. Oxford, Nadia (10 March 2017).
Retrieved 10 March 2017. Nutt, Christian (11 March 2016). Retrieved 11 March 2016. External links.
Cities Skylines allows you a maximum of 9 tiles from the total of 25, with this mod you can unlock ALL 25 TILES in any of your saved or new games. Follow this simple tutorial on how to unlock all 25 tiles.