Compare Cities: Skylines and Green Cities DLC prices across 50+ stores and find the best deal. Developed by Paradox Development. Published by Paradox Interactive. Released on 10/19/2017. Available on PC. Genres: Single Player, Bird View, Simulation, Strategy.

Cities: Skylines plus its Green Cities expansion layers an eco-friendly toolkit on top of one of the deepest city-builders on PC. Fix your pollution problems, redesign your districts, and finally ditch the coal plant.

Cities: Skylines is the city-builder that filled the gap left by SimCity's stumbles, and it has only grown more complex with each successive expansion. The base game hands you a blank tile and asks you to turn it into a functioning metropolis: zone residential, commercial, and industrial areas, manage water and sewage pipes, juggle a city budget through progressive tax tiers, take out loans to fund growth spurts, and watch citizens react to every decision you make. The simulation runs deep. Early game, water and sewage placement can bankrupt you before you hit 1,000 citizens. Mid game, traffic management becomes the central chess match. Late game, you are juggling pollution, noise, land value, service coverage, and district specialisations simultaneously. This is not a casual sandbox. It rewards players who treat city layout as an optimization problem. The Green Cities DLC, released October 2017 as the game's fifth expansion, is specifically about fixing the problems that creep in as your city scales. The headline mechanical addition is the expansion of the district specialisation system: for the first time, residential and office zones get dedicated specialisations alongside commercial areas. The Self-Sufficient Buildings residential option produces less garbage and uses less electricity at the cost of lower tax income, which is a genuine trade-off worth modelling before you commit whole districts. The IT Cluster office specialisation offers 30% higher tax revenue but only half the jobs of standard offices and draws more power, making it a late-game lever for cash-strapped mayors who are short on workers. Commercial districts get an Organic and Local Produce specialisation that cuts truck traffic inside the district, with real knock-on effects on congestion if you think two or three moves ahead. Energy generation gets two serious new options: the Solar Updraft Tower and the Ocean Thermal Energy Conversion Plant, both powerful enough that running oil or nuclear plants becomes a deliberate stylistic choice rather than a necessity. The accompanying patch (1.9) overhauled road noise mechanics so that noise pollution is now calculated from actual traffic volume and vehicle type rather than road tier alone. New policies for banning combustion engines and incentivising electric cars feed directly into that system. The Filter Industrial Waste policy lets polluting industries reduce ground contamination for a cost, useful when you want to reclaim industrial land without waiting through long regeneration timers. Four new policies in total, three new maps, three scenarios, and the Ultimate Recycling Plant monument, which can absorb the waste load of an entire city, round out the mechanical side. Over 350 new assets, including Yoga Gardens, Community Pools, and floating island service buildings, mean nearly every building tab shows something new when the DLC is active. The fair criticism of Green Cities is that it broadens existing systems rather than reworking them. The traffic AI remains the biggest frustration in the base game and this DLC does nothing to address it. Some alternative buildings, like the Institute of Creative Arts replacing the High School, offer no real gameplay differentiation beyond aesthetics and cost. Critics at TechRaptor and others noted that the expansion feels targeted at existing fans rather than those looking for a structural shake-up. That said, the Steam user reviews sit at Very Positive (82% positive across nearly 500 reviews), which suggests the community sees real value in the addition. If you are a first-time buyer of Cities: Skylines, this bundle is a genuinely smart entry point: the base game alone provides hundreds of hours, and Green Cities slots into almost every stage of play without feeling forced. For newcomers worried about the depth: the game unlocks buildings progressively as your population grows, so you are not drowning in options on day one. Green Cities content starts appearing at around 420 citizens, which means you will have learned basic zoning and budget management before the eco-specialisations are even on the table. The Steam Workshop mod ecosystem is enormous and well-maintained, with traffic management mods in particular doing heavy lifting to compensate for the AI weaknesses the base game still carries. The combination of base game, Green Cities DLC, and a handful of Workshop mods is probably the most complete single-purchase city-builder you can get on PC right now. Diego, Scout Team

Cities: Skylines and Green Cities DLC
Single PlayerBird ViewSimulationStrategy

Cities: Skylines and Green Cities DLC

Oct 19, 2017Paradox DevelopmentParadox Interactive
GamerScout Says

Cities: Skylines plus its Green Cities expansion layers an eco-friendly toolkit on top of one of the deepest city-builders on PC. Fix your pollution problems, redesign your districts, and finally ditch the coal plant.

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About Cities: Skylines and Green Cities DLC

Cities: Skylines is the city-builder that filled the gap left by SimCity's stumbles, and it has only grown more complex with each successive expansion. The base game hands you a blank tile and asks you to turn it into a functioning metropolis: zone residential, commercial, and industrial areas, manage water and sewage pipes, juggle a city budget through progressive tax tiers, take out loans to fund growth spurts, and watch citizens react to every decision you make. The simulation runs deep. Early game, water and sewage placement can bankrupt you before you hit 1,000 citizens. Mid game, traffic management becomes the central chess match. Late game, you are juggling pollution, noise, land value, service coverage, and district specialisations simultaneously. This is not a casual sandbox. It rewards players who treat city layout as an optimization problem. The Green Cities DLC, released October 2017 as the game's fifth expansion, is specifically about fixing the problems that creep in as your city scales. The headline mechanical addition is the expansion of the district specialisation system: for the first time, residential and office zones get dedicated specialisations alongside commercial areas. The Self-Sufficient Buildings residential option produces less garbage and uses less electricity at the cost of lower tax income, which is a genuine trade-off worth modelling before you commit whole districts. The IT Cluster office specialisation offers 30% higher tax revenue but only half the jobs of standard offices and draws more power, making it a late-game lever for cash-strapped mayors who are short on workers. Commercial districts get an Organic and Local Produce specialisation that cuts truck traffic inside the district, with real knock-on effects on congestion if you think two or three moves ahead. Energy generation gets two serious new options: the Solar Updraft Tower and the Ocean Thermal Energy Conversion Plant, both powerful enough that running oil or nuclear plants becomes a deliberate stylistic choice rather than a necessity. The accompanying patch (1.9) overhauled road noise mechanics so that noise pollution is now calculated from actual traffic volume and vehicle type rather than road tier alone. New policies for banning combustion engines and incentivising electric cars feed directly into that system. The Filter Industrial Waste policy lets polluting industries reduce ground contamination for a cost, useful when you want to reclaim industrial land without waiting through long regeneration timers. Four new policies in total, three new maps, three scenarios, and the Ultimate Recycling Plant monument, which can absorb the waste load of an entire city, round out the mechanical side. Over 350 new assets, including Yoga Gardens, Community Pools, and floating island service buildings, mean nearly every building tab shows something new when the DLC is active. The fair criticism of Green Cities is that it broadens existing systems rather than reworking them. The traffic AI remains the biggest frustration in the base game and this DLC does nothing to address it. Some alternative buildings, like the Institute of Creative Arts replacing the High School, offer no real gameplay differentiation beyond aesthetics and cost. Critics at TechRaptor and others noted that the expansion feels targeted at existing fans rather than those looking for a structural shake-up. That said, the Steam user reviews sit at Very Positive (82% positive across nearly 500 reviews), which suggests the community sees real value in the addition. If you are a first-time buyer of Cities: Skylines, this bundle is a genuinely smart entry point: the base game alone provides hundreds of hours, and Green Cities slots into almost every stage of play without feeling forced. For newcomers worried about the depth: the game unlocks buildings progressively as your population grows, so you are not drowning in options on day one. Green Cities content starts appearing at around 420 citizens, which means you will have learned basic zoning and budget management before the eco-specialisations are even on the table. The Steam Workshop mod ecosystem is enormous and well-maintained, with traffic management mods in particular doing heavy lifting to compensate for the AI weaknesses the base game still carries. The combination of base game, Green Cities DLC, and a handful of Workshop mods is probably the most complete single-purchase city-builder you can get on PC right now. Diego, Scout Team

Tags

steamDistrict SpecialisationPollution ManagementEco City-BuilderLate-Game DepthPolicy MechanicsWorkshop Mod SupportBudget ManagementTraffic SimulationScenario ModeIncremental Unlocks

System Requirements

Minimum

Memory
4 GB
Graphics
nVIDIA GeForce GTX 260, 512 MB or ATI Radeon HD 5670, 512 MB
Processor
Intel Core 2 Duo, 3.0GHz or AMD Athlon 64 X2 6400+, 3.2GHz
System requirements
Microst Windows XP/Vista/7/8/8.1 (64-bit)

Recommended

Memory
6 GB
Graphics
nVIDIA GeForce GTX 660, 2 GB or AMD Radeon HD 7870, 2 GB
Processor
Intel Core i5-3470, 3.20GHz or AMD FX-6300, 3.5Ghz
System requirements
Microst Windows 7/8 (64-bit)

Reviews & Ratings

No ratings available

Game Info

Developer
Paradox Development
Publisher
Paradox Interactive
Release Date
Oct 19, 2017

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