Subcategories

    1. Economy Rebalance

      This mod allows to build a self-sufficient city in terms of resources production and consumption. It achieves that mostly by modifying existing game parameters like companies profitability, resource prices and base consumption or workplaces complexity. The mod's effects become more visible and useful the bigger the city is (>100k).
      Version 0.5 includes modded commercial demand that gives more control over the commercials in your city. The increased taxes sensitivity allows to manually control what companies settle in the city.
      Version 0.4 includes new commercial companies and allows to selectively toggle key mod features: new parameters, consumption fix, new companies, modded commercial demand. Use BepInEx config RealEco.cfg to enable or disable the features.
      Important note. Tuning and balancing is an iterative process. The feedback about how companies and economy behave is highly appreciated and welcomed. Please see the Support paragraph below on how to reach me. If you decide to try out the mod, please make sure to turn off other mods that affect economy, resource management and companies. While the mod technically will work as advertised, the results produced may be distorted and not very useful for further balancing.
      Key features
      (v0.3) Configuration in the xml file can be easily modified. Increases output from Extractors allowing for bigger cities to be self-sufficient. Resources on standard maps should suffice for cities >300k. The individual consumption does not skyrocket in bigger cities. See "Consumption Fix" below for details. Adjusts and tweaks prices and consumption for some resources to make their consumption a bit more balanced and realistic. Decreases the profitability of companies. This slows down their leveling and the increase of land value is much slower. Tweaks a few production chains, to better support production of resources that are consumed in high quantities. Tweaks workplaces number and distribution for better alignment with available workforce. Tweaks residential zones upkeep for better rent progression and leveling. (v0.4) New commercial companies that sell immaterial resources. (v0.5) Rebalanced commercial demand with a dedicated UI window. (v0.5) Adjustments for lodging and leisure companies should result in more of them spawning in the city. Comparison to the vanilla city
      It is possible to turn on the mod on an existing city. The effects will be seen after few in-game hours, but it will take a few in-game days for all processes to fully adjust. Output of Extractors should increase by 20%-40%. Conversly, the utilization will also increase, it may be higher than renewal rate in some cases. Individual consumption will decrease, the more the bigger the city is. For cities >200k it may decrease by 80% or even more. There will be shifts in production and consumption of various resources. The land value will slowly start to decrease. It will look for a new equilibrium, but it will take even a few in-game days. Companies with profitability <255 will appear. The "Company Profitability" infoview will show other colors than green. Companies will require more well educated and much more highly educated people. They may start employ commuters. Companies that are not profitable enough will go bankrupt. There will be lower demand for offices, since there will be less demand for immaterial resources. (v0.3) Companies will increase number of workplaces by 20%-30%. (v0.5) More hotels and motels in the city. Features
      Toggle mod features (v0.4)
      You can selectively toggle key mod features: new parameters, consumption fix, new companies and modded commercial demand. Use BepInEx config RealEco.cfg to enable or disable the features. Config.xml file (v0.3)
      The prefab configuration is stored in the Config.xml file that comes together with the mod. Please do not confuse with RealEco.cfg file. The file is loaded when the game is started, so for new params to take effect you need to restart the game. Note for the future. Please note that new mod versions will overwrite the file so if you did any changes and want to keep them - make a backup before update and then reapply to the updated version. Profitability
      Commercial companies and offices have profitability cut drastically, by 50%-70%. Their huge profitability in the vanilla game is the reason for quick leveling and skyrocketing land value. Industrial companies have smaller profitability, usually cut down by 20%-30%. (TURNED OFF, I am not sure it is working) Warehouses have increased profitability, to quicken their leveling. Resources production and consumption
      Increased production of Food, Convenience Food, Beverages and Textiles - these resources are the most consumed by cims. Decreased production of Immaterial Office resources - to cut down the huge overproduction by the high density offices. BioRefinery doesn't use so much grain to produce petrochemicals. Cims won't eat pharmaceuticals for breakfast. Workplaces distribution
      The structure of workfoce education does not match the workplaces distribution, by a huge factor. In the vanilla game, the population eventually becomes well and highly educated, and there is not enough jobs for them. As a result, most of highly educated cims will be underemployed. The mod "shifts" workplaces distribution to higher education levels. There will be much more demand for well and highly educated cims. (v0.3) Industrial buildings have increased workplace capacity by 30%, office buildings by 20% and commercial buildings by 20%. Can be turned off in the config file. Consumption fix
      In the vanilla game, the average consumption PER CIM increases expotentially-like with the size of the city. Yes, read that carefully again. Not the overall cosumption, because that's obvious, but an average PER CIM. And not by like 10% or 20% because this is possible due to e.g. wealth factors, but it is 5-6 times more in bigger cities (300k) than in smaller cities (30k). As a result, in bigger cities the demand for some resources skyrockets to absurd amounts. The mod fixes that and the average consumption per cim is stable. Garbage fee adjustment (v0.2)
      The garbage fee in the vanilla game may cause some industrial companies to not level-up. The mod lowers the garbage fee from 1.0 to 0.4 so those companies will level-up. Buildings' upkeep (v0.3)
      High density residential zone have lower upkeep that allows for leveling up with much higher land value all arounnd. This SHOULD allow for reaching slowly Level 5. Low Rent zones have much lower upkeep that allows for having homes with much lower rent than other residential zones. Mixed and Medium have slightly tweaked upkeeps to better align with LowRena and HighDens. As a result, the rent progression should be (from lowest to highest): Low Rent -> Mixed, High Density -> Medium Density -> Row Housing -> Low Density. New commercial companies (v0.4)
      This feature is DISABLED by default. To enable, set FeatureNewCompanies to true in BepInEx config RealEco.cfg. In the vanilla game cims don't buy immaterial resources at all, despite generating household needs for them. It is a by-product of the patch 1.0.15 where cims where forbiden to buy directly at industrial factories. However, somebody forgot that Offices are also Industries and thus cims stopped buying immaterial resources. The mod creates 4 new commercial companies that sell immaterial resources. Think of them as Point of Sales for Offices that are Headquarters. The mod also fixes an issue where commercial companies pay for resources but don't get them. This is the reason why they end up in a negative cash balance very often. Please note. This feature will modify your save file. There will be 4 new prefabs. After disabling the mod or the feature, there will be warnings in the log. You may clean your savefile just by manually removing all new companies from the city. (v0.6) Labels in Statistics window are displayed in the language active during the game startup.
      Modded commercial demand (v0.5, EXPERIMENTAL)
      This feature is DISABLED by default. To enable, set FeatureCommercialDemand to true in BepInEx config RealEco.cfg. Gives more control over the commercials in your city. The increased taxes sensitivity allows to manually control what companies settle in the city. Service availability - the neutral point is lowered to 50% (70% in vanilla). Sales capacity - the neutral point is increased to 200% (100% and vanilla) but sensitivity is halved. Employee capacity - the neutral point is moved to 90% (75% in vanilla). Tax sensitivity - twice as much as vanilla. As a result, the modded version is more repsonsive to actual consumption and how many customers are actually using shops - this is what Service Availability means. Sales capacity is calibrated to match the servive i.e. 50% of service matches 200% of capacity since it an inverse relation. Taxes sensitivity allows to manually boost or nerf the demand as needed. Commercial demand window (v0.5)
      This feature is DISABLED by default. To enable, set FeatureCommercialDemand to true in BepInEx config RealEco.cfg. Description of the columns from left to right. Demand (1): resource demand - key number that decides what companies will spawn; negative value will block spawning; the higher the number, the higher probability of a company being spawned. Demand (2): zone demand - key number that decides what buildings will spawn; 0 means there is no demand. Free: number of free properties (buildings) for companies selling the specific resource. Please note that as long as free properties exist and there is no company demand, no new buildings will spawn. Num: number of companies. Service: service available, factor and percentage vs. maximum service. Sales capacity: factor, percentage vs. consumption, and average capacity per company. Workers: factor, percentage vs. maximum workers, and total workers. Edu: educated workforce factor, it basically says if there is available wworkforce that matches required education levels for a company. Tax: tax factor.
      Technical
      Requirements and Compatibility
      Cities Skylines II version 1.1.0f1 or later BepInEx 5. HookUI v1.1 or later. The mod will modify the savefile if new companies feature is enabled. Modified systems: HouseholdBehaviorSystem (when consumption fix is enabled), ResourceBuyerSystem (when new companies feature is enabled), CommercialDemandSystem (if modded commercial demand is enabled). Installation
      Place the RealEco.dll file in your BepInEx Plugins folder. The BepInEx config file RealEco.cfg is automatically created in BepInEx\config when the game is run once. Known Issues
      (v0.4) The resource labels in the Statistics window are not displayed correctly for new companies.  

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    2. Realistic Density

      Have you always been annoyed that you have to build such large industrial areas? Or that your business takes up almost as much space as your residential areas? Why a power plant only has 10 employees or a high school with 2000 students only employs a handful of teachers?
      Then this mod is just right for you.
      Features:
      Increased employee numbers for Commercial, Industrial, and Office zones Increased employee numbers for service buildings such as schools, hospitals, clinics, power plants, police, fire stations, cargo train terminals, and harbors Employee numbers of existing buildings remain unchanged Higher difficulty level due to increased worker and cargo traffic and demand for well planned public transport routes More storages will fill your industry zones and create a more realistic and diverse look More crowded city streets and more traffic Planned Features:
      Add UI to change the intensity of the mod Increased numbers for high density residential buildings Increased employee numbers for public transport buildings Increased employee numbers for unique buildings Important Information:
      The mod is currently in the BETA phase - so problems can therefore occur The mod is currently activated globally for all your cities! It has no impact on your savegame This mod has an impact on the performance of the game (by design) It is recommended to use the mod in a new city However, it is possible to use the mod in an existing city, as it does not alter the employee numbers of already existing buildings Requirement:
      BepInEx v5 Installation:
      Place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\  

      1,599 downloads

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    3. Extended Tooltip

      This mod enhances the mouse hover tooltip for various entities in the game by providing additional information.
      If you have specific details you'd like to see added to the tooltip just write them in the comments or in the topic.
      Installation:
      This mod requires BepInEx and HookUI Just place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\  
      Citizen Tooltip:
      Activity Happiness Education  
      School Tooltip: Efficiency Employees Students  
      Company Tooltip: Efficiency Employees Resource to Sell/Produce  
      Road Tooltip: Length Upkeep /month  

      8,053 downloads

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      8 comments

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    4. UltimateMonitor

      Ultimate Monitor is an insightful plugin for Gooee designed to provide comprehensive employment statistics in Cities Skylines 2. It offers detailed metrics including unemployment rates categorized by education level, counts of homeless households, and the prevalence of underemployment among Cims. You can also monitor city vitals from water availability, sewage, traffic flow etc.
      This was previously based on CityMonitor and UnemploymentMonitor.
      Requirements
      Cities Skylines II (latest patch) BepInEx 5 Gooee (Version 0.7.0 or newer) Installation Guide
      Confirm the installation of BepInEx 5 and HookUI (0.3.2 or newer). Place the UltimateMonitor.dll file in the BepInEx Plugins folder. Current Mod Status
      No known issues as of the latest update.   Disclaimers
      Liability: Use of this mod is at your own risk. Data Integrity: Installation of this mod may slightly modify game save files. While tested for safety, backing up your game data is recommended as a precautionary measure.  
       

      51 downloads

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    5. Gooee Framework

      Introduction
      Welcome to the experimental release of Gooee, a UI framework designed for modders of Cities Skylines 2. Gooee aims to streamline the modding experience by providing a bootstrap-like CSS framework with reusable React components. Our goal is to blend the game's native UI with the flexibility and familiarity of the bootstrap methodology, creating an intuitive and efficient modding environment.
      Features
      Bootstrap-like CSS Framework: Easy-to-use and familiar styling options. Reusable React Components: Efficiently build complex UIs with minimal code. Native UI Blending: Seamlessly integrates with the Cities Skylines 2 native UI for a cohesive experience. Modular Design: Import only what you need, keeping your mods light and efficient. MVC system: Gooee provides a Model View Controller system and wires up model binding automatically. Over 1,000 icons: Font awesome 6 is included by default. Requirements
      Before you start using Gooee, ensure you have the following prerequisites installed:
      BepInex: A framework for patching Unity games, required for mod loading. Support
      HookUI: Supports running with or without HookUI Installation
      Ensure you have HookUI and BepInex installed in your Cities Skylines 2 environment. Download the latest version of Gooee from the GitHub repository. Extract the contents into your Cities Skylines 2/Mods directory. Launch the game, and enable Gooee from the Mods menu. Documentation
      The documentation is currently a work in progress. As we continue to develop and refine Gooee, comprehensive guides and references will be made available. Stay tuned for updates and detailed instructions on how to leverage Gooee in your mods.
       

      141 downloads

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    6. HookUI

      HookUI serves as a UI framework/loader designed for Cities: Skylines 2 (C:S2), functioning to replace the default UI with a framework that offers hooks for mod authors. These hooks enable the seamless integration of custom UI components into the existing game UI.
      Caution: This version of the loader/framework is in its early stages; anticipate potential issues.
      This framework/loader provides mod authors with the capability to develop small UI components independently or integrate them with their mods, minimizing the need to focus extensively on UI code.
      It comprises several components:
      Ingame UI
      HookUILoader: Loads actual components into the UI. HookUIAPI: Exposes a JS API for mod authors to "register" various UI components. HookUIMenu: Displays a menu to activate/deactivate panels created by mod authors. Injected into the game at runtime
      HookUIMod: C# mod specifically designed for C:S2. HookUILib: C# library for mod authors to embed UIs directly into their C# mods. Installation:
      This mod requires BepInEx Just place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\  
                                                                                                                                                                                                                                                                        
      For Modders:
      UI only (React)
      Write your React UI component:
      import React from 'react'; const HelloWorld = () => { const style = { position: "absolute", top: 100, left: 100, color: "white" } return <div style={style}> Hello World </div> } window._$hookui.registerPanel({ id: "example.hello-world", name: "Hello World", icon: "Media/Game/Icons/Trash.svg", component: HelloWorld })   Then you need to compile the code from JSX to JS, and bundle the code. This shouldn't be news to you if you've ever dealt with React + JSX before :)
      npx esbuild helloworld.jsx --bundle --outfile=helloworld.transpiled.js   Then finally you need to put the file in the Cities2_Data\StreamingAssets\~UI~\HookUI\Extensions directory in your game directory and it'll get picked up automatically, as long as it ends with .js
       
      With C# Mod
      WARNING: Not implemented yet.
      Follow the same steps as with a UI-only mod, except the last step of putting the transpiled file into the game directory.
      Instead, you should reference the transpiled file inside your mod with the HookLib C# API, and it'll automatically be used when the mod is loaded.
      HookUIFramework
      Warning: Not implemented yet. Pending seeing how people use the existing native API.
      The loader exposes a small API to help you do some common things, so not every UI author needs to write so much code.
      Menu Button (Toggles a MovableModal between hidden/visible) MovableModal SubscribeData TriggerEvent  
      Misc / Notes
      "Scrape" list of events in the frontend
      var allEvents = {} var clear = engine.on('*', (a,b,c) => { if (['climate.temperature.update', 'cityInfo.residentialLowDemand.update', 'cityInfo.residentialMediumDemand.update', 'cityInfo.residentialHighDemand.update', 'cityInfo.industrialDemand.update', 'cityInfo.commercialDemand.update', // Other common but annoying events that happen, that we already know about "time.ticks.update", "input.setActionPriority", "cityInfo.happinessFactors.update" ].includes(a)) { return } allEvents[a] = a console.log(a,b,c) })   Click around in the UI after running this to trigger calls to capture, then finally execute copy(JSON.stringify(Object.keys(allEvents), null, 2)) to get a JS array of all found events copied into your clipboard.
      "Scrape" interactive triggers
      function newEngineTrigger() { const args = arguments console.log('trigger', args) window.engine._oldTrigger.apply(this, args) } window.engine._oldTrigger = window.engine.trigger window.engine.trigger = newEngineTrigger   Basic vanilla example
      var myElement = document.createElement('div') myElement.style.left = "300px" myElement.style.top = "300px" myElement.style.position = "relative" myElement.style.color = "white" var myLabel = document.createElement('span') var myValue = document.createElement('span') myLabel.innerHTML = 'Electricity' myValue.innerHTML = 'N/A' myElement.appendChild(myLabel) myElement.appendChild(myValue) document.body.appendChild(myElement) // Subscription var clear = engine.on('electricityInfo.electricityAvailability.update', (data) => { console.log(data) myValue.innerHTML = data.current.toString() }) engine.trigger('electricityInfo.electricityAvailability.subscribe') // later, unsubscribe engine.trigger('electricityInfo.electricityAvailability.unsubscribe')  

      5,906 downloads

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      3 comments

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    7. Population Rebalance

      The goal of this mod is to rebalance population structure and education needs, to be more realistic. It will reduce the number of Children and increase the number or Teens, thus balancing the needs for Elementary and High Schools.
      Features
      Lifecycle adjustments
      Default thresholds for licycle stages are changed from 21/36/84 to 12/24/77. As a result, population structure should be more realistic i.e. 15% Children, 10% Teens, 60% Adults and 15% Seniors. These are approximate numbers ofc, may differ in your cities. Graduation probability
      Graduation probability is tweaked so the average time spent in schools is more aligned to the cim's lifcycle. For fully staffed and efficient schools, it will be ~9 years for Elementary School, ~6 years for High School, ~6 years for College and ~9 years for University. The numbers will vary, depending on how well your city is developed. Education needs
      As a result of the above changes, you should need less Elementary Schools, approx. 1 per 10000 citizens and a bit more High Schools, approx. 1 per 30000. College and University needs are not changed much, 1 College per 35000 and 1 University per 50-60 thousands cims. Requirements and Compatibility
      Cities Skylines II version 1.0.15f1 BepInEx 5 Installation
      Place the RealPopMod.dll file in your BepInEx Plugins folder.
      Known Issues
      Nothing atm. Planned Features
      Config file Disclaimers and Notes
       

      1,194 downloads

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    8. Water Features

      In-Game Water Tool - Place and remove water sources. Lakes, Streams, Rivers, and Seas. Optional Opt-out: Seasonal Streams - Flow rates vary with season, precipitation, and snow melt. Optional Opt-in: Waves and Tides - Sea level rises and falls.
      Dependencies
      Unified Icon Library
      BepInEx
       
      Detailed Descrption
       
      Water Sources: Stream - Constant or Variable Rate Water Source: Emits water depending on the settings for this mod. With Seasonal Streams disabled, the flow rate will be constant. With Seasonal Streams enabled the flow rate will vary with season, precipitation, and snowmelt depending on your settings. Left click to place within playable area. Hover over and right click to remove. River - Border River Water Source: Has a constant level and controls water flowing into or out of the border. While near the border, the source will snap to the border. Right click to designate the target elevation. Left click to place. Hover over and right click to remove. Lake - Constant Level Water Source: Fills quickly until it gets to the desired level and then maintains that level. If it has a target elevation below the ground level, it can drain water faster than evaporation. Right click to designate the target elevation. Left click to place within playable area. Hover over and right click to remove. Sea - Border Sea Water Source: Controls water flowing into or out of the border and the lowest sea controls sea level. With Waves and Tides disabled, it will maintain constant level. With Waves and Tides enabled the sea level rises and falls below the original sea level. Right click to designate the elevation. Left click to place if the radius touches a border. Hover over and right click to remove.
      Optional Opt-In Custom Water Sources: (Enabling/Disabling these in the settings requires restarting the game) Detention Basin: Custom modded water source that rises with precipitation and snowmelt and slowly drains when the weather is dry. They have a maximum water surface elevation but no minimum water surface elevation. Right click to designate the maximum elevation. Left click to place within playable area. Hover over and right click to remove. Retention Basin: Custom modded water source that rises with precipitation and snowmelt and slowly drains when the weather is dry. They have a maximum water surface elevation and a minimum water surface elevation. Right click to designate the maximum elevation. Left click to place within playable area. Hover over and right click to remove.
      The tool is accessed in the landscaping menu with a tab with a water drop and icons for the different water sources. Small radius water sources will have some extra clickable space for removing them. Large radius water sources will have a small filled circle for removing them. If you are placing a source with an assigned depth you should place them at the intended bottom of the water feature. For now you cannot remove water sources from utility structures.
      Seasonal Streams - Optional Opt-out
      Seasonal Streams takes Streams (Modified Constant Rate Water Source): and ties them to the climate and weather for the map. For example, if your map features a dry summer, then these water sources will decrease during the summer. Seasonal streams by it-self should not cause flooding since it treats the map's default water source amount as a maximum unless you change it. All aspects are optional and adjustable in the mod's settings.
      Waves and Tides - Optional Opt-in
      This feature is dependent on map design. Maps with a sea water source and a single shoreline work best. The point of the waves feature is to make the shore move in and out and make sand along the shoreline. A better way to make beaches is to just paint them with surface painter instead. Waves are generated at the map boundary where there is a Sea water source. Once generated they head towards shore. Maps were not necessarily designed for these waves, but the waves will always be lower than the sea level from the original map. Tides are the biggest waves and they cause the sea to rise and fall along the shore. Tides can add sandy graphics along shorelines but the sand may not persist the entire time between low tide and high tide. Option to change the global damping value. The setting is inverted though so higher numbers mean less damping and stronger waves. Maps such as San Francisco with shallow seas will need waves and tides with smaller heights to avoid large swathes of non-playable area becoming dry sand.
      Saving
      Before saving, the mod always resets all water sources including the custom ones in a manner that can be loaded safely without the mod, so that the mod can be removed at any time.
      Additional Features in the Settings
      Adjust the global evaporation rate which can be helpful with Detention and Retention basins. Water Clean Up Cycle is an emergency solution for removing water in developed areas by increasing the global evaporation rate for a short time. Better option: Lakes with an elevation below the ground surface drain water faster than evaporation.
       

      562 downloads

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    9. Better Bulldozer

      Easily delete things with bulldozer that you otherwise could not delete or easily delete.
      These options used to be part of Anarchy but have been forked into this mod. This mod is intended to be used with Anarchy v1.3.0 or newer, however Anarchy is not required.
      Dependencies
      Unified Icon Library
      BepInEx
      Detailed Description
      Icons for game manipulation and bypass confirmation for bulldozer. Icon to show and EXCLUSIVELY target invisible paths/markers with the bulldozer and remove invisible paths/markers. See below. Icon to EXCLUSIVELY target surfaces and spaces with the bulldozer and remove with one click. Works both inside and outside of assets. Invisible Paths and Markers
      Drawing invisible paths and markers is an unsupported feature of the game. You need DevUI to access the 'Add Object' menu via the home button to draw invisible paths and markers, unless another mod makes this more convenient.
      With the Bulldoze tool you can select an icon to show and EXCLUSIVELY demolish invisible networks, invisible parking decals, various spots, points, and spawners, BUT SAVE BEFORE HAND!
      One configuration I built/demolished resulted in a crash to desktop because I left a segment that was too short. Deleting them in a different order worked.
      You cannot demolish invisible paths and markers within buildings.
       

      393 downloads

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    10. Anarchy

      Anarchy disables error checks for tools in a way that the errors are not shown at all.
      This mod allows you to place vegetation and props (with DevUI 'Add Object' menu) overlapping or inside the boundaries of other objects and close together.
      For consistency within the community, please do not use the term Anarchy to mean something else for CSL2.
      Sully has prepared an Amazing! demo video about detailing with Anarchy available on Youtube.
      Dependencies
      Unified Icon Library
      BepInEx 5
      Detailed Description
      The mod also has:
      Optional Tool icon Keyboard shortcut (Ctrl+A) Optional flaming chirper Option to automatically enable with bulldozer Optional mouse tooltip Icons for game manipulation and bypass confirmation for bulldozer. Icon to show and EXCLUSIVELY target invisible paths/markers with the bulldozer and remove invisible paths/markers. See below. Icon to EXCLUSIVELY target surfaces with the bulldozer and remove with one click. With Anarchy, this also can remove surfaces in buildings. Currently it applies to these tools:
      Object Tool Net Tool Area Tool (Can exceed limits for specialized industry areas) Bulldoze Tool (Option to default Anarchy to ON when activated) Terrain Tool (Cross the line within playable area.) Upgrade Tool Line Tool from Line Tool Lite by Algernon You can activate anarchy with the keyboard shortcut "Ctrl+A" or with the optional tool icon that only appears while using the above tools.
      You can tell anarchy is active using optional Flaming Chirper, the tool icon, or a tooltip.
      The following errors will not occur while Anarchy is enabled:
      Overlap Existing Invalid Shape Long Distance Tight Curve Already Upgraded In Water No Water Exceeds City Limits (This provides Cross the line Functionality) Not On Shoreline Already Exists Short Distance Low Elevation Small Area Steep Slope Not On Border No Groundwater On Fire Exceeds Lot Limits (Editor Only) If you find an error that you think should be added or if you find a tool that this should also be included, please let me know.
      Props and Trees
      Placing standalone props is an unsupported feature of the game. You need DevUI to access the 'Add Object' menu via the home button to place standalone props.
      With Anarchy enabled, you can place props and trees overlapping or inside the boundaries of buildings, nets, areas, other trees, other props, etc. Props and trees placed with Anarchy enabled cannot be overriden later (even if later Anarchy is disabled), but can be removed with bulldozer or brush.
      Props overlapping with buildings or nets may sometimes be culled by the game, and disappear until reloading or something interacts with or near them. The mod has an option to routinely refresh props that were culled so they don't disappear. This affects performance but you can adjust the frequency. You can also manually trigger a prop refresh using a button in the options menu.
      Pro tip: Use the brush mode to remove trees and standalone props. If you unselect the brush snapping option for "Remove only matching type", and right click you can remove them within a radius and it only targets standalone props and trees.
      Invisible Paths and Markers
      Drawing invisible paths and markers is an unsupported feature of the game. You need DevUI to access the 'Add Object' menu via the home button to draw invisible paths and markers.
      With the Bulldoze tool you can select an icon to show and EXCLUSIVELY target these invisible paths and markers. With this selected and Anarchy enabled you can remove them, BUT SAVE BEFORE HAND!
      One configuration I built/demolished resulted in a crash to desktop because I left a segment that was too short. Deleting them in a different order worked.
      You cannot demolish invisible paths and markers within buildings.
      The mod will automatically toggle the DevUI setting to "Show Markers" when drawing invisible paths.
      Disclaimer
      This mod does NOT allow you to do everything including:
      Use the net tool to draw a bridge through a sea-lane clearance If the vanilla net tool would remove an existing network, it will still do that. Even if the mod disables the error check, the UI may still prevent you from doing something. Does not give additional control for prop placement. Please save frequently, in multiple files, and learn to use responsibly.
       

      2,484 downloads

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      1 comment

      Updated

    11. Extended Hotkeys

      Extends the default hotkeys of Cities Skylines II with some useful ones.
      Hotkeys
      CTRL + Q: Set net tool to straight mode CTRL + W: Set net tool to curve mode CTRL + E: Set net tool to complex curve mode CTRL + R: Set net tool to continious mode CTRL + T: Set net tool to grid mode POS1: Reset elevation to 0 (If dev mode is activated uses END key instead) Requirements
      Cities Skylines II Installed BepInEx 5.x or 6.x Installation
      his mod requires BepInEx Just place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\  
      Github: https://github.com/89pleasure/cities2-extended-hotkeys

      984 downloads

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    12. Free Range Camera Lite

      Freely move the camera outside the playable area - limited to twice the full background map maximum distance (8x the playable area width) so you don't get totally lost. Increased maximum zoom-out range - easily see the whole map at once. Works both in-game and in the editor. Instructions
      To activate the tool:
      None needed - simply install the mod! The camera bounds should be freed up automatically.
      Requirements
      BepInEx 5 Installation
      Make sure that BepInEx 5 is installed. Place the FreeRangeCameraLite folder in the archive in your BepInEx Plugins folder.  

      76 downloads

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      Submitted

    13. Unemployment Monitor

      Unemployment Monitor is a plugin for HookUI that displays unemployment statistics about your cities. Currently the mod displays unemployment rates by education level, but more data points are planned.
       
      Requirements and Compatibility
      Cities Skylines II version 1.0.14f1 (November 16th 2023 update) BepInEx 5 HookUI 0.3.2 or newer Installation
      Make sure that BepInEx 5 is installed. Make sure that HookUI 0.3.2 or newer is installed. Place the /Package/UnemploymentMonitor.dll file in your BepInEx Plugins folder.  

      839 downloads

         (1 review)

      0 comments

      Updated

    14. Economy Fixer Mod - Harder Economy

      This mod by TDW is designed to increase the game's challenge by adjusting economic factors and resolving a bug that inaccurately displays money trends.
      The mod alters two key aspects of the economy:
      Milestone rewards are no longer scaled upwards as you progress and offer reduced money based on the selected difficulty level. Subsidies' formula has been entirely overhauled to provide fewer funds as your city expands. Additionally, it emphasizes rewarding proficient economic management rather than covering all expenses. Adjusting the difficulty setting can be done via the "Settings.txt" file located alongside the mod's file.
       
      Installation
      Install BepInEx 5 Extract the contents into the Cities Skylines II/BepInEx/plugins folder Launch the game, and the mods should load automatically

      367 downloads

         (2 reviews)

      7 comments

      Updated

    15. City Monitor

      282097548-c75e0b7f-ac10-4086-af54-44e9b19e5fdf.mp4
      Showcasing a compact window that provides essential details about your city, eliminating the need to manually open panels.
      Displays the following stats:
      Electricity availability Water availability Sewage treatment Landfill usage Healthcare availability Average health Cemetery usage Fire hazard Crime rate Jail availability Elementary school availability High school availability College availability University availability  
      Requirements
      BepInEx6 HookUI Installation Guide
      Place city_monitor.transpiled.js in Cities2_Data\StreamingAssets\~UI~\HookUI\Extensions directory, within your game directory For version 0.3 and above just place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\

      1,540 downloads

         (3 reviews)

      3 comments

      Updated

    16. SpeedLimit

      Change Speed limits on roads and highways
      Displays speeds in kph and mph
      You must open the tool from the hookui button (backpack) before selecting a road/highway.
      Requirements
      Cities: Skylines 2 BepInEx 5.4.22 HookUI  

      1,097 downloads

         (2 reviews)

      1 comment

      Updated

    17. Traffic Lights Improvement

      Traffic Light Improvements
      Converts all traffic lights in the city to a split phasing system Please toggle existing traffic lights after installing the mod  
      Installation
      Install BepInEx 5 or BepInEx 6
      Download BepInEx and unzip all contents into the game's installation directory, typically C:/Program Files (x86)/Steam/steamapps/common/Cities Skylines II
      The installation directory should now include the BepInEx folder, doorstop_config.ini, winhttp.dll
      Download the mod and place the folder in the Cities Skylines II/BepInEx/plugins folder
      Launch the game, mods should be loaded automatically.
       
      How To use
      Open the Roads Tool, switch to the Road Services tab, and select "Traffic Lights" A small window should appear in the top-left corner of your screen Select the signal mode you prefer
      Move your cursor to any existing junction and press the left mouse button, just like how you activate traffic lights within the game
      The selected traffic lights system should now operate in your chosen mode

      I've got the permission to upload this mod.
       

      11,075 downloads

         (9 reviews)

      30 comments

      Updated

    18. Extract Anywhere

      Extract Anywhere is a mod for Cities: Skylines II with the primary purpose of allowing resource extraction to function without the need for natural resources.
       
      Requirements
      Cities: Skylines II BepInEx 5 Features
      Extract anywhere
      The primary goal of this mod is to allow resource extractors to function fully without requiring placement atop natural resource deposits. This means that, as an example, oil drills can be placed anywhere on the map and will still produce oil for your city.
      This setting can be toggled on and off for each type of resource extractor from the Extract Anywhere options menu, accessible from the main game options screen.
      Extraction radius
      Allows setting the maximum area size for extraction, up to as large as 10 times, and as small as 0.1 times, the original.
      This setting can be changed for each type of natural resource deposit (i.e. fertile land, forest, oil, and ore) from the Extract Anywhere options menu, accessible from the main game options screen.
       
       

      532 downloads

         (0 reviews)

      5 comments

      Updated

    19. Decaturdale

      This is a skeletal layout designed as an homage to the Decatur and Avondale intown neighborhoods of Atlanta, Georgia, USA using only an out-of-the-box map layout and game assets. As of this save game, the city's needs are very well balanced. It includes public transit structure from Avondale MARTA to East Lake MARTA, passing through underground Decatur MARTA, as well as bus lines, taxis, and even Peachtree-DeKalb Airport. It has references to some Decatur parks, Emory University, the CDC, and little bits of Atlanta itself like Center Parc Stadium.
      I hope to see a full recreation of Atlanta, one of the most vibrant cities to design in any game, but in the meantime perhaps someone other than me will get some enjoyment out of this area.

      547 downloads

         (0 reviews)

      0 comments

      Updated

    20. CityPlayerTrafficCustomMod

      This mod anticipates performance improvements in a realistic and efficient PathFind, add Rush Hour system, and enables Random Dummy Traffic and citizens to adjust their Transportation Preferences.

      Description
      By dividing the process of finding your destination and the actual process of finding your way, you can expect to improve your performance by changing the way you find your way efficiently and the way you find your home. It realistically changes the way some transportation choices are made, and as consumer patterns are applied, traffic volume changes more realistically. In addition, random traffic volume and citizens' preference for transportation can be adjusted to derive the desired traffic volume. Additionally, we created a "Rush Hour System" for the fun of the game, which makes the city's traffic flow more realistic.
      Cautions
      This mod was tested based on the vanilla version. Corrupted storage files due to the mod of changing the data may not be applied properly. (ex: the vehicle is unable to find its way due to a change in vehicles or citizens' behavior value, etc.) This mod requires time to take effect. (In-gametime 1-2days) This mod doesn't change any data. When you turn off this mod, you can play it the way you used to. In Beta, it's possible that the balance is not quite right. Language
      English(translation), Korean Updated
      0.1.2 : Fixed the issue that didn't work in a low population
      0.1.1 : Update Discord URL
      0.1.0 :
      Features
      1. Realistic and Efficient PathFind
      Several PathFind have been modified. Realistic pattern applies to Several PathFind. (Buying Resources of Citizens and Trucks etc.)
      Citizen Activity Time, Company Activity Time, Rate by Population
      Unrealistic transportation choices have been modified.
      2. Rush Hour System

      Apart from Random Traffic, there is rush hour between cities outside. (Rush Hour for commute and cargo)
      Commute Rush Hour Time, Cargo Truck Rush Hour Time, Rate by Population
      You can adjust the strength of rush hour.
      The difficulty level can go up with rush hour.
      (Check in the game time for at least 1-2 days, and change it)
      The function of Rush Hour System can be turned off.
      3.Adjust Random Dummy Traffic
      Apart from Rush Hour System, you can turn on/off andom Dummy Traffic. (Car, Train, Plane, Watercraft) In the case of random dummy trains, it is recommended to turn them off as the lines sometimes overlap with existing trains. 4. Adjust Citizens Transportation Preference
      Adjust citizens' preferences for taxis, public transportation, and personal cars. If all are set to 'None', citizens move on foot. Automatically, if citizens don't have a persona; car, they choose between taxi and public transportation. Taxis bring a lot of load to game calculations, so it's better to set it low. 5. Others
      When searching for a home, Park and Abandoned House are excluded The processing speed and size of pathfind simulation for searching home varies depending on the number of queues. The processing speed of the household behavior simulation varies depending on the number of queues. Spawned households of outside the city is limited by the number of queues. Spawned households are spawned irrespective of demand. Adjust personal car purchase preference. Support
      Because I don't speak and write English, aided by translator when write this article. My mod is basically using the original functions so that I don't want to destroy the saved file Please use Discord for inquiries about mods, corrections, and bug reports. Discord : https://discord.gg/RyBRtyuMQw Compatibility
      This mod uses 'PathfindSetupSystem', 'HouseholdFindPropertySystem', 'HouseholdSpawnSystem', 'TrafficSpawnerAISystem', 'HouseholdBehaviorSystem' Requirements
      Game 1.0.18f1 BepInEx 5.4.21.0  

      487 downloads

         (0 reviews)

      2 comments

      Updated

    21. 529 Tiles Lite

      Enables access to all 529 map tiles, with a choice of one of three methods:
      Unlock all tiles - automatically and immediately unlocks all tiles on the map when you start a new city (or load an existing one). Quite straightforward. Provide extra tiles at start - adds 88 immediately-available tile unlocks when you first start a new city (all milestones will add their usual amount of tile unlocks on top of this); this enables flexibility with your initial start. Allocate extra tiles to milestones - allocates the additional 88 tile unlocks across all regular game milestones, in proportion to the normal amount for each milestone. This enables steady unlocking over the course of a normal game.
      Instructions
      Install the mod, load to the main menu, and go to 'Settings'. There will be a mod setting entry there for '529 Tiles' where you can choose the unlock mode (see above) that you want.
      The selected unlock mode will be automatically applied to any new game started or existing save loaded. 'Unlock all' and 'Provide extra tiles at start' effects are instant; there is no need to unlock the first milestone to trigger any actions.
      When purchasing tiles, the price of the final 88 map tiles will be locked (so the price won't keep on increasing for each tile beyond the vanilla game maximum).
      Safe to remove at any time
      This mod is not required to load any saves made with it. Saves made with this mod will work fine without it (any unlocked tiles will remain unlocked, even if you don't have this mod). Obviously, without it you're back to a 441 tile maximum (except for any that you've already unlocked).
      Requirements
      BepInEx 5 Installation
      Make sure that BepInEx 5 is installed Place the FiveTwentyNineTilesLite folder in the archive in your BepInEx Plugins folder  

      2,254 downloads

         (0 reviews)

      0 comments

      Updated

    22. ExtendedRadio

      This mod strives to introduce new features and enhance the existing ones within the in-game radio player.
      Features:
      Custom Radios  
      Installation:
      Download and install BepInEx Place the mod (folder) in ...\Cities Skylines II\BepInEx\plugins\  
      ___________________________________________________________________________________________________________
       
      Custom Radios
      Important: This radio is for personal use and is not meant to be shared via a mod. For sharing radios with other players, refer to the "RadioMode" section.
      This radio may lack optimization but is straightforward to create, edit, and provides access to basic modifications.
      Creating a Radio Station:
      Follow these steps to create a custom radio station:
      Locate the custom Radio folder at YourGame/BepInEx/Plugins/ExtendedRadio/CustomRadio. Create a new folder within this directory; the folder name will be the name of your radio station. Place all your OGG files inside the newly created folder. Note: Your radio will appear in the Public citizen radio network. For a custom radio network, refer to the next section.
      Creating a Radio Network:
      To create a custom radio network:
      Navigate to the custom Radio folder at YourGame/BepInEx/Plugins/ExtendedRadio/CustomRadio. Create a new folder; the folder name will represent your radio network. Copy or create all the radio stations you wish to include in this network inside the folder. Adding a Custom Icon:
      To add an icon to a radio station/network:
      Ensure your icon file is in SVG format. Go to the folder of the radio station/network where you want to add an icon. Place your icon inside this folder. Rename your SVG file to icon.svg. Folder Example:
      CustomRadio ├───TestNetwork -> New radio network │ │ icon.svg -> Icon for the network │ │ │ └───TestRadio -> New Radio station inside the network │ icon.svg -> Icon for the radio │ audio1.ogg -> Audio file in the radio │ audio2.ogg -> Audio file in the radio │ ... │ └───TestRadio_2 -> New Radio station audio1.ogg -> Audio file in the radio audio2.ogg -> Audio file in the radio ...  
      Wiki
       

      648 downloads

         (3 reviews)

      0 comments

      Updated

    23. Transport Policy Adjuster

      A mod that changes the range of the assigned vehicles slider from 50%-200% to 0%-400% with increments of 10%.
      Installation
      Install BepInEx 5
      Download BepInEx_x64_5.*.zip and unzip all contents into the game's installation directory, typically C:/Program Files (x86)/Steam/steamapps/common/Cities Skylines II
      The installation directory should now include the BepInEx folder, doorstop_config.ini, winhttp.dll
      Download the zip file and extract them into the Cities Skylines II/BepInEx/plugins folder
      Launch the game, mods should be loaded automatically.
      Compatibility with other mods
      This mod will be incompatible with other mods that modify/target:
      Game.Policies.ModifiedSystem Game.Policies.RouteModifierInitializeSystem Game.UI.InGame.VehicleCountSection  

      227 downloads

         (0 reviews)

      0 comments

      Submitted

    24. Historical Start

      Enables more historical city building when using the game's unlocking progression system by unlocking from the start of the game:
      Rail Shipping Specialized Industry (farming/mining/logging) Also enables placement of train stations and cargo terminals without having to place a depot first.
      This makes it much easier to lay out and grow a city that historically would have been founded prior to the automobile era, and enables you to properly utilize the transportation networks and/or industries those cities would have been originally founded for and developed around.
      To (partially) offset this the XP gains for these items have been reduced by 90%, and you will also still need to manually unlock (and spend the point for) the 'Train' progression node in the transportation progression tree if you want to unlock the subsequent nodes.
      Instructions
      None needed - simply install the mod! Rail and shipping should be unlocked automatically.
      Requirements
      BepInEx 5 Installation
      Make sure that BepInEx 5 is installed. Place the HistoricalStartLite folder in the archive in your BepInEx Plugins folder.  

      442 downloads

         (0 reviews)

      0 comments

      Updated

    25. Line Tool Lite

      Place objects in lines - straight lines, curves, or circles. Fence mode - automatically align and place objects end-to-end. Accurate placement - no worrying about imprecision. Easily adjust spacing and rotation using the in-game tool UI (including random rotation for that natural look). Live previewing included, so you can provisionally place a line and adjust spacing and/or rotation to see how it looks in real-time before making the final placement (or cancelling). Displays distances and angles for fine-tuning. Works on all types of objects - trees, shrubs, props. You can even place simple buildings and even vehicles (for amusement value only - see limitations below).
      Instructions
      To activate the tool:
      Select the object that you'd like to place in a line (e.g. a tree) - either normally or with the Dev UI. Press Control-L to activate the line tool and bring up the tool UI (in the normal tool options place, towards the bottom-left of the screen). To place the line:
      Left-click where you want the line to begin, and left-click again at the desired endpoint to place the objects (curves require three clicks - start, guidepoint, and end). Right-click at any time to cancel placement. Shift-click at the end will start a new line placement at the exact same spot where the previous line ended. Control-click at the end will leave the line in preview mode; it's not fully placed yet so you can go and adjust the settings and see the results in real time. When finished, left-click to place or right-click to cancel. Use the tool UI to:
      Toggle fence mode - objects will be automatically aligned with the line direction and placed continuously end-to-end. Toggle between straight line, curved, and circle modes. Adjust distances using the arrow buttons - plain click for 1m increments, shift-click for 10m, control-click for 0.1m. Select random rotation to have each object in the line have a different randomly-chosen rotation, or otherwise manually adjust the rotation for all items using the arrow buttons - plain click for 10-degree increments, shift-click for 90 degrees, control-click for 1 degree. To exit the tool:
      Press Escape, or Select another tool or object. Requirements
      BepInEx 5 Unified Icon Library Installation
      Make sure that BepInEx 5 is installed. Place the LineToolLite folder in the archive in your BepInEx Plugins folder.  

      1,939 downloads

         (0 reviews)

      2 comments

      Updated