Cities: Skylines 2 patch notes 1.1.5f1: Economy changes, bug fixes, more

Cities Skylines 2’s 1.1.5f1 update transforms gameplay with major economy fixes, service improvements, and performance optimizations

Update Overview and Key Changes

Cities: Skylines 2 has deployed its substantial 1.1.5f1 update, addressing numerous technical issues while fundamentally refining the core simulation mechanics that drive city management.

Colossal Order continues its commitment to enhancing the Cities: Skylines 2 experience, delivering comprehensive improvements that directly address community feedback regarding economic balance and simulation realism.

The sequel’s challenging launch period, marked by significant performance hurdles even on high-end gaming systems, has seen steady progress through consistent developer support and systematic updates.

This latest patch represents a milestone in the game’s evolution, combining extensive bug resolution with transformative changes to economic systems and population dynamics that will reshape how players approach city building.

Players should anticipate temporary population adjustments after updating existing cities, as the revised aging algorithm eliminates synchronized death events that previously affected large demographic groups simultaneously.

Economic accessibility receives significant attention, with Economy and Production interface elements now unlocking at earlier population milestones to provide better financial oversight during critical growth phases.

City Services and Management Improvements

  • Enhanced control over upgrades from the Selected Info Panel of City Service buildings.
    • All upgrade types can be removed from the Selected Info Panel of a City Service building.
    • Sub-buildings can be removed by using the bulldozer as well.
    • Sub-buildings can be relocated.
    • Sub-building can be turned on/off.
    • Sub-buildings can be selected.
  • All upgrade types can be removed from the Selected Info Panel of a City Service building.
  • Sub-buildings can be removed by using the bulldozer as well.
  • Sub-buildings can be relocated.
  • Sub-building can be turned on/off.
  • Sub-buildings can be selected.
  • Sub-building upgrades can now be placed freely within a radius limit from the main building.
  • Updated City Service tutorial.
  • Government subsidies for the city have been removed to make the economy more challenging and transparent.
  • Taxes and Services tabs in the Economy panel now unlock at milestone 1 and the Production tab unlocks at milestone 2.
  • Added “Import City Services” city policy to toggle import of city services from Outside Connections.
    • Separate imported service items in the budget panel.
    • Outside Connections won’t send service vehicles if the policy is toggled off.
    • Added imported service expenses for ambulance, hearse, fire engine, garbage, and police. The fee scales with the city’s population.
  • Separate imported service items in the budget panel.
  • Outside Connections won’t send service vehicles if the policy is toggled off.
  • Added imported service expenses for ambulance, hearse, fire engine, garbage, and police. The fee scales with the city’s population.
  • Strategic Insight: The new service import policy provides crucial budget control for growing cities. Enable imports during population surges to handle temporary service demands, then disable them once local infrastructure catches up to avoid unnecessary expenses.

  • City Service changes:
    • Increased chance of entering and graduating both Elementary School and High School.
    • Adults can now apply to High School if they didn’t finish it (1% chance, can apply 3 times).
    • Garbage accumulation accounts for students, employees, prisoners, occupants, and homeless people in the calculation.
    • Balanced garbage city service upgrades.
    • Buildings now pay a fixed fee for garbage collection instead of a variable amount based on garbage collected.
    • Adjusted garbage accumulation values.
    • Adjusted upkeep costs of most City Service Buildings.
    • Wages for city service employees are paid from player money
    • Increased electricity import price.
    • Increased the time it takes for Ambulance and Hearse notifications to appear.
    • Adjusted the Service Fee curves for efficiency and consumption.
    • Adjusted water service fees (With old saves the game will force reset the value to the new default position).
    • Increased the amount of workers for
      • Medical Clinic
      • Small Coal Power Plant
      • Police Station
      • Cemetery
      • Fire House
      • Landfill
  • Increased chance of entering and graduating both Elementary School and High School.
  • Adults can now apply to High School if they didn’t finish it (1% chance, can apply 3 times).
  • Garbage accumulation accounts for students, employees, prisoners, occupants, and homeless people in the calculation.
  • Balanced garbage city service upgrades.
  • Buildings now pay a fixed fee for garbage collection instead of a variable amount based on garbage collected.
  • Adjusted garbage accumulation values.
  • Adjusted upkeep costs of most City Service Buildings.
  • Wages for city service employees are paid from player money
  • Increased electricity import price.
  • Increased the time it takes for Ambulance and Hearse notifications to appear.
  • Adjusted the Service Fee curves for efficiency and consumption.
  • Adjusted water service fees (With old saves the game will force reset the value to the new default position).
  • Increased the amount of workers for
    • Medical Clinic
    • Small Coal Power Plant
    • Police Station
    • Cemetery
    • Fire House
    • Landfill
  • Small Coal Power Plant
  • Economic and Population Simulation Updates

  • Demand changes:
    • Residential density depends on household wealth and family size.
    • Household spawns are based on average citizen happiness, homelessness, tax, available student positions, and available jobs.
    • Commercial companies spawn based on household needs, reducing how often the same companies appear in the city.
    • Commercial and industrial demand has been adjusted to avoid “Not enough customers” complaints for newly spawned companies.
    • Taxes now have more effect on demand.
  • Residential density depends on household wealth and family size.
  • Household spawns are based on average citizen happiness, homelessness, tax, available student positions, and available jobs.
  • Commercial companies spawn based on household needs, reducing how often the same companies appear in the city.
  • Commercial and industrial demand has been adjusted to avoid “Not enough customers” complaints for newly spawned companies.
  • Taxes now have more effect on demand.
  • Common Mistake Avoidance: Don’t zone large commercial areas immediately after this update. The new demand system requires balanced growth – zone commercial gradually as residential areas develop to prevent business failures from lack of customers.

  • Employment changes:
    • Workers from Outside Connections no longer pay tax.
    • Workers from Outside Connections are not included in population or workplace infoviews.
    • Workers from Outside Connections will look for new job more frequently.
    • Workplaces in Outside Connections are less desirable than workplaces in the city.
    • Only citizens who don’t have health problems (such as Sick or Injured) count as valid employable citizens.
    • Citizens can only receive unemployment for a limited amount of time. When they run out of unemployment, they will complain about “High Rent” and move away.
    • Fixed population jobs & workers amount issue.
  • Workers from Outside Connections no longer pay tax.
  • Workers from Outside Connections are not included in population or workplace infoviews.
  • Workers from Outside Connections will look for new job more frequently.
  • Workplaces in Outside Connections are less desirable than workplaces in the city.
  • Only citizens who don’t have health problems (such as Sick or Injured) count as valid employable citizens.
  • Citizens can only receive unemployment for a limited amount of time. When they run out of unemployment, they will complain about “High Rent” and move away.
  • Fixed population jobs & workers amount issue.
  • Households & happiness changes:
    • Households without adults will now move away.
    • Rich households prefer larger homes in attractive neighborhoods (higher land value, good service coverage, etc), poor households prefer cheaper houses and don’t mind services being far away.
    • Household needs are calculated based on their spendable money (what’s left after paying rent), so they now spend their money more reasonably.
    • Reduced the number of senior citizens moving into the city.
    • Adjusted wealth happiness factor to a reasonable value.
    • Low happiness affects the chance a household will move out of the city.
    • Households consider the garbage fee when calculating their spendable money.
    • Added curve parameter to death rate to smooth the death of senior citizens (existing cities will experience an immediate death wave)
  • Households without adults will now move away.
  • Rich households prefer larger homes in attractive neighborhoods (higher land value, good service coverage, etc), poor households prefer cheaper houses and don’t mind services being far away.
  • Household needs are calculated based on their spendable money (what’s left after paying rent), so they now spend their money more reasonably.
  • Reduced the number of senior citizens moving into the city.
  • Adjusted wealth happiness factor to a reasonable value.
  • Low happiness affects the chance a household will move out of the city.
  • Households consider the garbage fee when calculating their spendable money.
  • Added curve parameter to death rate to smooth the death of senior citizens (existing cities will experience an immediate death wave)
  • Crime rate adjustments:
    • Fixed police service coverage for zoneable assets. The police station will patrol regularly to decrease the crime rate, and all zone type buildings will increase crime rate depending on the police service coverage.
    • NA and EU PoliceVehicle02 Crime Reduction value changed to match the NA and EU policevehicle01 value.
    • Removed crime scene pathfinding limitation of building’s crime rate to avoid all criminals having the same pathfinding result to queue up to do crime.
    • Added new crime factor to lower crime probability in cities with larger populations.
    • Lower crime recurrence probability due to criminals needing to wait a long while to remove criminal tag.
  • Fixed police service coverage for zoneable assets. The police station will patrol regularly to decrease the crime rate, and all zone type buildings will increase crime rate depending on the police service coverage.
  • NA and EU PoliceVehicle02 Crime Reduction value changed to match the NA and EU policevehicle01 value.
  • Removed crime scene pathfinding limitation of building’s crime rate to avoid all criminals having the same pathfinding result to queue up to do crime.
  • Added new crime factor to lower crime probability in cities with larger populations.
  • Lower crime recurrence probability due to criminals needing to wait a long while to remove criminal tag.
  • Production and Company Mechanics

  • Production and Company changes:
    • Adjusted values for:
      • Resource production.
      • Resource price.
      • Household wages.
      • Tax income.
    • Resource price now has two parts, a lower one for industrial processing, and another for commercial companies’ service prices. Customers (households) pay full price, which is both parts combined.
    • Changed the workforce needed per unit for resource processing to a preconfigured amount instead of automatically calculated at the start of the game.
    • Companies now go bankrupt instead of looking for new locations if their current property isn’t suitable for profit.
    • Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
    • Adjusted office employee amount.
    • Adjusted amount of work required per product to decrease city income.
    • Adjusted simulated service prices.
    • Improved companies to move away not just because of bankruptcy, but also because of the tax rate and workforce factors.
    • Rebalanced Extractor Resource greatly reducing profitability.
    • Balanced Industrial and Office companies Default Output Amount, Max Workers Per cell, Resources Initial Price, and Work needed per unit. Increased Space multiplier of Industrial and Office zones.
  • Adjusted values for:
    • Resource production.
    • Resource price.
    • Household wages.
    • Tax income.
  • Resource price now has two parts, a lower one for industrial processing, and another for commercial companies’ service prices. Customers (households) pay full price, which is both parts combined.
  • Changed the workforce needed per unit for resource processing to a preconfigured amount instead of automatically calculated at the start of the game.
  • Companies now go bankrupt instead of looking for new locations if their current property isn’t suitable for profit.
  • Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
  • Adjusted office employee amount.
  • Adjusted amount of work required per product to decrease city income.
  • Adjusted simulated service prices.
  • Improved companies to move away not just because of bankruptcy, but also because of the tax rate and workforce factors.
  • Rebalanced Extractor Resource greatly reducing profitability.
  • Balanced Industrial and Office companies Default Output Amount, Max Workers Per cell, Resources Initial Price, and Work needed per unit. Increased Space multiplier of Industrial and Office zones.
  • Advanced Strategy: The new two-part resource pricing means industrial zones become more viable for city revenue. Focus on developing local processing industries rather than raw material exports to capture the full economic value chain.

  • Rent and Building Level changes:
    • Removed the virtual landlord so building upkeep is now paid equally by all renters.
    • Added new rent calculation: Rent = (LandValue + (ZoneType * Building Level)) * LotSize * SpaceMultiplier.
    • Tweaked “High Rent” notifications to be based on the household’s income. Even if they currently don’t have enough money in their balance, they won’t complain and will instead spend less money on resource consumption.
    • Building level is now based on whether renters can pay the upkeep fee. When they pay the full fee, the building condition increases by a constant amount, if they cannot pay it, the building condition decreases by the same amount.
  • Removed the virtual landlord so building upkeep is now paid equally by all renters.
  • Added new rent calculation: Rent = (LandValue + (ZoneType * Building Level)) * LotSize * SpaceMultiplier.
  • Tweaked “High Rent” notifications to be based on the household’s income. Even if they currently don’t have enough money in their balance, they won’t complain and will instead spend less money on resource consumption.
  • Building level is now based on whether renters can pay the upkeep fee. When they pay the full fee, the building condition increases by a constant amount, if they cannot pay it, the building condition decreases by the same amount.
  • Increased the cost of purchasing Map Tiles.
  • Added upkeep fee for new map tiles
    • The 9 starting are excluded and do not have have map tile upkeep fee
  • The 9 starting are excluded and do not have have map tile upkeep fee
  • Added option to “Unlock all map tiles” (also disables achievements and the tile upkeep cost)
  • Increased construction cost and upkeep costs for roads.
  • Moved upkeep breakdown from Tooltip to Selected info panel.
  • Reduced the amount of money the player gets back from bulldozing roads and buildings.
  • Adjusted the max shopping amount of the household from 4000 to 2000.
  • Adjusted Specialized Industry Unlocking to start from milestone 0.
  • Technical and Performance Improvements

  • Fixed taxes being collected after bulldozing the entire City.
  • Fixed Citizen Wealth Infoview not highlighting households with ‘Wretched’ wealth level.
  • Fixed the wrong moving away statistic data being displayed.
  • Fixed a newly spawned company complaining about a lack of workers.
  • Fixed commercial zones incur massive amounts of debt for the citizens.
  • Fixed refund inconsistencies when replacing roads and stops.
  • Fixed high death possibility issue:
    • Fire accidents now will only cause 1% death compared to the previous 50% death of an on fire medium/high density building.
    • The building’s destruction event will now cause 50% death compared to previous 90% death of citizens who are still in it.
  • Fire accidents now will only cause 1% death compared to the previous 50% death of an on fire medium/high density building.
  • The building’s destruction event will now cause 50% death compared to previous 90% death of citizens who are still in it.
  • Fixed Outside Connection workers won’t find a job.
  • Fixed trade cost divided by zero bug.
  • Updated mod publisher to use auto login from Paradox SDK.
  • Updated Paradox Mods to Version 1.5.2
    • Added new feature: Mod details will now show what dependencies are installed and if any are missing
    • Improvement: When started, it will now try to go online again if being offline before
    • Improvement: Change the close X hover effect when using a gamepad
    • Improvement: Improve text on empty state when on library or playset details when offline
    • Fix: Offline mode will now start with your active playset
    • Fixed double back click from following creators view
    • Fixed broken bumper navigation when offline and using a gamepad
    • Fixed gamepad legend when offline on library or playset details
    • Fix: Pressing the B button on a gamepad will now close the Sync modal
    • Fixed a warning with font weights
    • Fixed a warning with height not being set correctly in scrollbars
  • Added new feature: Mod details will now show what dependencies are installed and if any are missing
  • Improvement: When started, it will now try to go online again if being offline before
  • Improvement: Change the close X hover effect when using a gamepad
  • Improvement: Improve text on empty state when on library or playset details when offline
  • Fix: Offline mode will now start with your active playset
  • Fixed double back click from following creators view
  • Fixed broken bumper navigation when offline and using a gamepad
  • Fixed gamepad legend when offline on library or playset details
  • Fix: Pressing the B button on a gamepad will now close the Sync modal
  • Fixed a warning with font weights
  • Fixed a warning with height not being set correctly in scrollbars
  • Performance Tip: The job-finding optimization significantly improves late-game performance. If you experience slowdowns in large cities, check that you have adequate employment opportunities to prevent the pathfinding system from overworking.

  • Added support for custom units for sliders used in mod settings
  • Added support for keybindings for mods:
    • Mods can introduce their own input action which are integrated into the game input system.
    • Added key binding field to the automatic option which allows mods to provide key rebinding for their actions.
    • Added built-in conflict detection between the game bindings and mods bindings based on action usage.
    • Added warning sign next to each binding which has conflicts.
    • Added main menu notification if a mod has a key binding conflict.
    • Added support for 3 different types of actions: press (1 button), axis (negative and positive button), vector (up, down, left, right buttons)
    • Added the ability to set separate keyboard key and gamepad button for one action.
    • Added the ability to use built-in and write custom processors and interactions for actions.
  • Mods can introduce their own input action which are integrated into the game input system.
  • Added key binding field to the automatic option which allows mods to provide key rebinding for their actions.
  • Added built-in conflict detection between the game bindings and mods bindings based on action usage.
  • Added warning sign next to each binding which has conflicts.
  • Added main menu notification if a mod has a key binding conflict.
  • Added support for 3 different types of actions: press (1 button), axis (negative and positive button), vector (up, down, left, right buttons)
  • Added the ability to set separate keyboard key and gamepad button for one action.
  • Added the ability to use built-in and write custom processors and interactions for actions.
  • UI performance optimizations for the economy panel.
  • Other UI performance optimizations with audio bindings, rendering, cursors, and updating panels.
  • Performance optimization for Chirper panel.
  • Optimizations for particle effects.
  • Optimizations for audio memory usage.
  • Optimized placement to improve FPS when placing complex buildings or roads.
  • Fixed job-finding performance issue when there were no available workplaces and no employable workers, causing endless job pathfinding queries which heavily affect the performance.
  • Unity update 2022.3.29f1
  • This comprehensive update addresses numerous known issues while establishing a foundation for future improvements. Colossal Order continues monitoring additional concerns including medical clinic functionality and water budget calculations, with subsequent patches planned to resolve these remaining challenges.

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