Compare Cities: Skylines - Green Cities prices across trusted key stores and find the best deal. Developed by Colossal Order. Published by Paradox Interactive. Released on 3/10/2015. Available on PC. Genres: Simulation, Strategy. Metacritic score: 85/100.

The budget puzzle ends somewhere around 50k residents and the throughput puzzle begins. The eco layer moves real numbers here, not just rooftops. Bring patience for lane math.

Anyone who watched SimCity in 2013 fence their metropolis into a postage stamp already knows why Colossal Order walked away with this genre. Both games ask you to zone, tax, and keep the water flowing, and both put demand bars on the bottom of the screen. The difference that matters is what scale does to the problem. SimCity kept you solving a budget, while Skylines, out since March 2015, quietly hands you a logistics problem once population clears the 40k to 50k band. Money stops being the constraint. Throughput becomes the constraint. Everything after that point is you asking why 300 trucks decided the same two-lane road was their best option, and the Green Cities layer sits inside that question rather than next to it. Underneath the eco paint this is the same discipline it always was. You paint zones, you read demand, and you accept that the roads you draw in the first twenty minutes decide what your city can never become later. District painting is the actual control panel, because policies apply per district instead of city-wide, so one neighbourhood can run recycling and higher taxes while another stays untouched. The eco specialisations for residential, commercial and office zones hook straight into that system: self-sufficient housing that carries part of its own power load, and low-pollution workplaces you can drop next to homes without poisoning the people living there. That last one is a genuine layout change rather than a cosmetic one, because mixing offices into residential districts collapses the commute distances that generate your worst congestion in the first place. Now the paragraph people skip. The 200-hour reputation makes newcomers assume this is a specialist purchase, and it is not, provided you follow a sane opening. Build order: place your first highway interchange well away from where you intend to build, run one spine road, and branch everything off it at right angles so you never create a four-way junction carrying two different kinds of traffic. Keep industry downwind and on its own connection to the highway. Unlock a bus loop before you hit 10,000 residents, not after, because retrofitting transit into a built grid is the single most expensive mistake available. There is no defeat screen and no invasion timer, so a bad city just stagnates and waits for you to fix it. That forgiveness is why the beginner-friendly label sticks, and the 93 percent positive standing across roughly 292,000 reviews mostly comes from people who found the sim patient with them. Where it disappoints is under the hood. The agent simulation is thinner than the traffic obsession implies, and citizens path by shortest time, which means they all commit to the same lane and stack into jams that no real driver would join. When the queue gets bad enough, vehicles simply vanish, which papers over failures you would rather see. Late-game performance sags hard once you are past six figures of population and the sim starts chewing frames on a machine that handled 40k fine. The content is also fragmented across a long line of expansions, so what any given player calls Skylines depends entirely on which packs they own, and Green Cities specifically is generous with assets and specialisations while light on new systems. It adds a way to build rather than a new thing to solve. It is single-player only, with no co-op planning of any kind. The honest counterweight is the Workshop, which is doing an enormous amount of load-bearing work here. The community traffic and stat-readout mods are close to mandatory if you want to understand why a junction is failing instead of guessing, and the asset library is the reason two cities never look alike. The cost is that patches break mods, and a stacked mod list means an afternoon of maintenance every time Paradox ships an update. Budget for that, plus the level editor if you want custom maps. If you like watching a system you designed slowly reveal its flaws, and you would rather redraw an interchange for an hour than be told your score, this remains the deepest sandbox builder available on PC. If you want a city that runs itself while you decorate, the mid-game will lose you. Diego, Scout Team

Cities: Skylines - Green Cities

Cities: Skylines - Green Cities

Mar 10, 2015Colossal OrderParadox Interactive
GamerScout Says

The budget puzzle ends somewhere around 50k residents and the throughput puzzle begins. The eco layer moves real numbers here, not just rooftops. Bring patience for lane math.

PC
Best Price Available
€11.43-12%
at Fanatical
Lowest tracked: €11.43
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GamerScout Verdict

Best for planners who enjoy diagnosing their own traffic jams; skip it if you want a city builder that runs itself.

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€12.21-6%
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Price History

Lowest tracked
€11.435 Sept 2026
Current best
€11.43
Lowest since we started tracking
Official stores
€10.52€11.13€11.73€12.345 Sept6 Sept7 Sept
Tracking prices since 5 Sept 2026
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Screenshots & Media

About Cities: Skylines - Green Cities

Anyone who watched SimCity in 2013 fence their metropolis into a postage stamp already knows why Colossal Order walked away with this genre. Both games ask you to zone, tax, and keep the water flowing, and both put demand bars on the bottom of the screen. The difference that matters is what scale does to the problem. SimCity kept you solving a budget, while Skylines, out since March 2015, quietly hands you a logistics problem once population clears the 40k to 50k band. Money stops being the constraint. Throughput becomes the constraint. Everything after that point is you asking why 300 trucks decided the same two-lane road was their best option, and the Green Cities layer sits inside that question rather than next to it. Underneath the eco paint this is the same discipline it always was. You paint zones, you read demand, and you accept that the roads you draw in the first twenty minutes decide what your city can never become later. District painting is the actual control panel, because policies apply per district instead of city-wide, so one neighbourhood can run recycling and higher taxes while another stays untouched. The eco specialisations for residential, commercial and office zones hook straight into that system: self-sufficient housing that carries part of its own power load, and low-pollution workplaces you can drop next to homes without poisoning the people living there. That last one is a genuine layout change rather than a cosmetic one, because mixing offices into residential districts collapses the commute distances that generate your worst congestion in the first place. Now the paragraph people skip. The 200-hour reputation makes newcomers assume this is a specialist purchase, and it is not, provided you follow a sane opening. Build order: place your first highway interchange well away from where you intend to build, run one spine road, and branch everything off it at right angles so you never create a four-way junction carrying two different kinds of traffic. Keep industry downwind and on its own connection to the highway. Unlock a bus loop before you hit 10,000 residents, not after, because retrofitting transit into a built grid is the single most expensive mistake available. There is no defeat screen and no invasion timer, so a bad city just stagnates and waits for you to fix it. That forgiveness is why the beginner-friendly label sticks, and the 93 percent positive standing across roughly 292,000 reviews mostly comes from people who found the sim patient with them. Where it disappoints is under the hood. The agent simulation is thinner than the traffic obsession implies, and citizens path by shortest time, which means they all commit to the same lane and stack into jams that no real driver would join. When the queue gets bad enough, vehicles simply vanish, which papers over failures you would rather see. Late-game performance sags hard once you are past six figures of population and the sim starts chewing frames on a machine that handled 40k fine. The content is also fragmented across a long line of expansions, so what any given player calls Skylines depends entirely on which packs they own, and Green Cities specifically is generous with assets and specialisations while light on new systems. It adds a way to build rather than a new thing to solve. It is single-player only, with no co-op planning of any kind. The honest counterweight is the Workshop, which is doing an enormous amount of load-bearing work here. The community traffic and stat-readout mods are close to mandatory if you want to understand why a junction is failing instead of guessing, and the asset library is the reason two cities never look alike. The cost is that patches break mods, and a stacked mod list means an afternoon of maintenance every time Paradox ships an update. Budget for that, plus the level editor if you want custom maps. If you like watching a system you designed slowly reveal its flaws, and you would rather redraw an interchange for an hour than be told your score, this remains the deepest sandbox builder available on PC. If you want a city that runs itself while you decorate, the mid-game will lose you.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedTraffic OptimizationDistrict PoliciesEco-Friendly SpecializationRoad Hierarchy PlanningPublic Transit NetworksWorkshop Asset EcosystemZoning SimulationSandbox BuilderBeginner-Friendly SimAgent-Based SimulationPollution ManagementLate-Game OptimizationSelf-Sufficient HousingNo Fail StateMap EditorLong Session BuilderMod-Dependent Depth

System Requirements

Minimum

OS
Windows® 10 Home 64 Bit
Processor
Intel® Core™ I7 930 | AMD® FX 6350
Memory
8 GB RAM
Graphics
Nvidia® GeForce™ GTS 450 (1 GB) | AMD® R7 250 (2 GB)…

Recommended

OS
Windows® 10 Home 64 bit
Processor
Intel® Core™ I7 2700K | AMD® Ryzen 7 2700X
Memory
16 GB RAM
Graphics
Nvidia® GeForce™ GTX 580 (1.5 GB) | A…

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Reviews & Ratings

Metacritic
85
Steam
93%(291,959)

Game Info

Developer
Colossal Order
Publisher
Paradox Interactive
Release Date
Mar 10, 2015

Features

Single-playerSteam AchievementsSteam Trading CardsSteam WorkshopSteam CloudIncludes level editorRemote Play on TabletFamily Sharing

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Frequently asked questions about Cities: Skylines - Green Cities

How much does Cities: Skylines - Green Cities cost?

As of 7 September 2026, the cheapest in-stock offer for Cities: Skylines - Green Cities is €11.43 at Fanatical, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Cities: Skylines - Green Cities cheapest?

The lowest in-stock price we track for Cities: Skylines - Green Cities is €11.43 at Fanatical (7 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Cities: Skylines - Green Cities available on?

Cities: Skylines - Green Cities is available on PC.

When was Cities: Skylines - Green Cities released?

Cities: Skylines - Green Cities was released on 10 March 2015.

Who developed Cities: Skylines - Green Cities?

Cities: Skylines - Green Cities was developed by Colossal Order and published by Paradox Interactive.

Is Cities: Skylines - Green Cities worth buying?

Cities: Skylines - Green Cities holds a Metacritic score of 85/100, making it one of the standout Simulation titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.