The base game of Cities: Skylines is really good. Throw in the official DLC and you've got a great management simulator. Adding in community-created mods into the mix takes things to the next level. We've compiled a list of some of the mods we use on the PC version of Cities: Skylines. If you've played through the game a number of times and wish to look at adding something new to the experience, take a gander at our recommendations.
Automatic Bulldoze (v2)
This mod is actually a spin-off of the original Automatic Bulldoze mod, which is no longer supported by the developer. Luckily, Mexahuk took over and released a new version in the Workshop to allow mayors to continue taking full advantage of the automated removal of buildings. Why is this mod so important? When running a large city with thousands of people, it becomes a chore to spot and remove abandoned buildings. This handy tool takes care of it.
Precision Engineering
Colossal Order improved the road tools in the most recent free update rolled out with the Mass Transit DLC, but it hasn't gone far enough to replace everything Precision Engineering brings to the table. The mod adds angle and distance measurements when laying down asphalt, as well as height (relative to ground level). It actually works well with the latest version of Cities: Skylines, though there is a slight overlap.
City Vitals Watch
This is one of my favorites. City Vitals Watch gives you a glance-friendly overlay of all important statistics regarding city management. There are level indications for electricity, water, sewage, employment, trash, and more. This saves clicking on each services tab to see just how departments are performing.
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Rush Hour
How To Install Mods For Cities Skylines
This is the big one. I don't recommend playing Cities: Skylines without Rush Hour enabled, it's that good. Unfortunately, the mod has yet to be updated to take advantage of natural disasters, let alone Mass Transit, but we're hopeful the developer will return to bring us up-to-date magic. Here's just a taster of what Rush Hour brings to the table:
- User-creatable events, allowing for buildings to have events of their own.
- Special random events that draw in a large number of 'cims'.
- Population reacts to the time of day (schools and jobs are more accurate), which progresses slower than vanilla — hence the mod name.
The last highlight we've covered is the main feature of Rush Hour, which offers more challenges to even more experienced city planners. Prepare your road network!
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Traffic Manager: President Edition
Traffic Manager: President Edition adds a number of new features to — unsurprisingly — help better manage traffic. With this mod active, it's possible to toggle traffic lights and yield/stop signs at junctions, set up timed signals, modify speed restrictions, and even disallow vehicles on certain roads. My favorite feature is the ability to connect lanes to switch up which lanes vehicles need to be in to use a junction exit. Also, with this mod installed and the setting enabled, it's not required to install a dedicated no vehicle despawn mod.
Prop & Tree Anarchy
This is a super simple mod that simply allows for the placement of trees and props in-game under water, on roads or within building footprints. While this can lead to strange encounters where traffic moves through foliage stuck on roads if not removed, it's an incredible piece of kit that allows for a more realistic-looking city. Here's a helpful hint: use the More Beautification mod below with this one to get the most out of Prop & Tree Anarchy.
Network Extensions 2
Useful Mods For Cities Skylines
Should you happen to find yourself with a lack of roads to choose from, Network Extensions 2 is your golden solution. This mod adds a number of new road types, including highways, residential roads, and even some dedicated public transport types.
Move It!
This mod does exactly what it says in the name. With it installed it's possible to move all manner of things, including buildings, trees, props, and nodes (for roads, quays, etc.).
Other Must-have Mods
Here are some other mods that are worthy of honorable mention, so be sure to check them out alongside our main feature list to see if any catch your attention.
I am just loving Cities: Skylines, but I'm ashamed to admit that maybe I don't read the tutorial pop-ups as well as I should. Which is why I was so confused when I wasn't seeing any farms in my districts set to the farming industry.
Farm industry has long been my favorite to see in city builders, and sometimes I want to boot up SimCity 3000 Unlimited or SimCity 4 just to work up some sprawling, farm-centric cities again. Fortunately, it is possible to get farms in Cities: Skylines, and it is much easier than it seems at first glance.
Your first step to building up a bustling farm industry is to locate any fertile land.
If you're starting a new city, you won't be able to see the Natural Resources tab in the overlay menu. There are two ways around this:
- Start a new game with the game's built-in 'Unlock All - Progression milestones unlocked' mod, using the same map you want to actually play on. This way you can take a look at where the map's resources are, then start your real save with their locations in mind. Or just play with the mod on, your choice.
- Download the Persistent Resource View mod. This mod did not work for me, but it might for you.
If you're playing using an already-established city, just head to the Natural Resources tab on the overlay menu. It's in the second column on the second to last row.
You want to set your farming district to areas with fertile land to see actual farms popping up in the district, otherwise you'll just see a bunch of agricultural-based factories.
After finding your local fertile land, make the farming district a size of your liking (usually the same size as the fertile land in the area will do) and be sure to set it to agriculture.
And now you wait! In time the district will fill with farms packed with animals as well as agricultural factories.
It's easy to overlook the small details that the tutorials in Cities: Skylines give you, but it's well-worth it to pay attention. This is a small example of just that, as the game is packed with tiny aspects that can make huge impacts on how your city functions and looks. Don't be like me: Pay attention to the tutorials!
Cities Skylines - Sudden performance lag - Solution
Updated: April 25, 2018
Without using too many superlatives, Cities Skylines is a great little game. Well, not little. It's a superb, rich, complex, and fun urban slash city building simulator, and the first game of its kind since SimCity 4 to actually stir a response in my proverbial loins. But it also a ravenous beast, and it chomps through system resources like there's no tomorrow.
Over the last year or so, I noticed a weird phenomenon - you play, and everything is fine, but then suddenly, you add a new road, train line or a subway section, or delete some buildings, and the game starts to lag. It begins running very slowly. There's no apparent reason for this. I spent a lot of time investigating, and I believe I've come up with a nice solution. It's witchcraft, which makes it even better.
Problem in more detail
So this is what happens. You play the game, say a city with 70K people with CPU and GPU utilization running at about 60% and 40%, respectively. You play at the lowest speed setting (one arrow), and under these conditions, the game 'week' takes about 10 seconds (the green progress bar). Then, you build something, and the games turns syrupy. Even actions like zoom in and out start to stutter. You get very low FPS. You check system resources, and they seem to have gone down now - 30-40% CPU and 20% GPU. Your machine has not been starved, and there's no easy explanation.
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I observed this problem on TWO different hosts, so I believe the issue is hardware and software agnostic. One host is a 2011 Windows 7 desktop, with a four-core i5 processor and an Nvidia GTX 960 card. The other gaming machine affected by this problem is my 2014 Windows 8 Lenovo IdeaPad Y50-70 laptop, with an eight-thread i7 processor and an Nvidia GTX 860M card. In both cases, this issue occurs - with different relative CPU and GPU values.
Reading online, I found literally hundreds of threads about this in different forums, and the same amount of recommendations. I admit that my own solution below is not going to be any less outrageous than the average response to this issue, but it is founded in careful observation, and a fully repeatable test case.
Solution
What I realized, first of all, is that the problem does NOT affect all my scenarios/saves. I loaded an old 2015 save from one of the early maps I played in Cities Skylines, and this one, despite having a supposedly more complex layout and a larger population than most other scenarios, it was running smoothly. Blistering fast, and without any excessive system usage. This was also a map created WITHOUT any mods.
This led me to two intermediate conclusions - this is most likely connected to the use of third-party mods, and my system is not starved or maxed out resource-wise. I have sufficient available processor and graphics bandwidth, and I should not focus any effort there.
The third conclusion is - yes, the more you play, the bigger and more complex your city becomes, the more resources you use. But, this is a linear effect, and it does not explain intermittent performance lags that do not correlate to usage (it actually goes down) or the sudden nature of when it manifests. So the focus is on the mods.
Mods wise, like probably many other people, I am using the 25-tile unlock thingie - All Areas purchaseable. I decided to turn it off. Lo and behold, on my next load, the supposedly slow game was running much faster. But still not as fast as it should. So I tinkered a bit more, going back to my old, clean save, and I realized that every time after I would load the old 2015 save, any subsequent load of newer maps would run fast. Like I said, witchcraft. Or in-game garbage collection or whatever.
The sequence of steps that I verified works (on two machines, multiple scenarios/saves, every time):
- Load your slow game, play for a few seconds, save it.
- Load an old game (only 3x3 tile area at most, created without any mods). Let it run for a few seconds.
- Load your new game again - and it will be running fast and without any lags.
The technical explanation that I have - without really knowing the details of the game's engine and architecture is as follows: the mods (any which, but in my case the tile unlock) introduce memory leaks that force the game engine to perform too many computations, bringing the game's execution to a crawl. This does not go away on its own. When you load a pristine map (that has no 25-tile logic it in), some of the memory allocations are cleared, and on next run of the new game, the engine works well.
This is my assumption, and I do not know if it's true. However, it works. And it is also the first deterministic recipe that I have. Most other suggestions offer a lot of helpful tips, but none of them are truly available as experiments (step 1, step 2, if then, etc).
Well, you have nothing to lose, so it's worth trying to see if this correlates to your performance lags. There's no damage or harm, you can save games with different names, and toggle the mods on/off as you see fit. When I need more areas, I would toggle the All Areas purchaseable on, buy, save, exit, then disable the mod, load the game again, save again, load the old one, and then the new one for the third time, and have a fast and lag-free experience. And BTW, this has NOTHING to do with Meltdown patches. The problem occurred way way before.
Conclusion
If you hate articles like this, I dig you. But then, I am forced to work with a closed system, and I am confident this little guide is not just empty nonsense. It is based on careful observation, it covers two independent systems, it's repeatable, and there's a very clear cause-effect link. People have always claimed that mods cause all sorts of issues and lags with the game, and I have indeed proven that. This does not mean you should not use them, but be aware of weird game logic traps.
I am glad that I had a pristine baseline to compare to - in fact, this is what you need in any scientific experiment. Without the baseline, I'd never really be able to ascertain what went wrong, only suffer. Cities Skylines is a fine title, and with a fresh breath of speed, it's even better. No more lag, and no more superstition around the 100K population limit. I am now well into the 100s, and things are flying. Try this tip, if it works, buy me a virtual beer or something. Take care.
Cheers.