The interface feels intuitive, especially if you've played similar games before, like CitiesXL or SimCity. The graphics aren't quite as flash as SimCity, but it's still a good looking game, even when you zoom up close to your creation.
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It's also playable offline, and there's a fully fledged map editor included.ĭistricts, mods and real metropolises - Cities: Skylines gives you the tools to create exactly the city you want.Ĭities: Skylines is nicely optimized so you don't need a super computer to run the game well. This is most obvious with city size - they can be over five times bigger than in Maxis' latest creation. Create the city of your dreamsĬities: Skylines actually seems to address some of the biggest criticisms of SimCity.
#Reddit cities skylines mod
One modder is even creating a helicopter mod so you can fly around your city! Modding means Cities: Skylines has almost endless possibilities. At the time of writing there are more than 35,000 community created mods, from special buildings like Skateparks, to improved traffic AI, and a first person mode. If you think the game is missing something, you can either create your own mod, or browse the huge number already created by other players. You can create specific rules for each neighborhood - for example, legalize drugs and remove the police from a district, and watch what happens!
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Keep updated on the latest PC Gaming news by following GameWatcher on Twitter, checking out our videos on YouTube, giving us a like on Facebook, and joining us on Discord.To start with, Cities: Skylines quickly allows you to micromanage your city. We've reached out to Paradox Interactive for comment. Paradox Interactive has had a bit of a turbulent year marked by former CEO Ebba Ljungerud's stepping down, claims of staff facing gender discrimination, and disappointing financial reports.Įarlier this month, returning CEO Fredrik Wester announced that the company will be taking "a more conservative stance on external development" going forward, while revealing that 15 new games are currently in development alongside new content for its existing core franchises. Jorjani didn't share the reason behind his departure but noted that he "will be taking a bit of time off before getting into any new shenanigans." He also co-hosted the Paradox Podcast, which delves into the business on video games on the publisher's YouTube channel. The majority of his work for the Swedish publisher revolved around managing its portfolio of games, alongside finding new titles and developers to collaborate with, as well as new areas of business outside the company's grand strategy core that could drive revenue. Jorjani joined Paradox Interactive in 2009, working as a producer, before rising through the ranks to chief business development officer. "I'm incredibly proud of what PDX has achieved over the years and the community has been a huge part of that." I helped shape the portfolio and direction of the company for many of those years," he wrote. "I joined as the 23rd person in the company - 4th in publishing iirc.