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Urban planning / THE FIELD NOTES

Cities: Skylines II

Build somewhere worth living. Then work out why everyone is stuck in traffic.

The basics

Find your footing. Three short notes to get you into the game.

Build the foundations first

Roads and infrastructure make daily life possible. Start with a small settlement whose connections you can understand before attempting a complete metropolis.

Try it next sessionTrace how your first neighborhood connects to the wider city.

A city is also an economy

Residents, industry, trade, and public spending are connected. A city needs a working budget as well as a pleasing shape, so keep both views in mind.

Try it next sessionIdentify one recurring expense and the service it supports.

Watch the lives inside the city

Citizens have individual life paths and needs. The simulation changes over time, so use what residents experience to understand whether your decisions are working.

Try it next sessionFollow a citizen and look for a need you could address.

Connect the dots

Intermediate starting points: questions to explore once the main systems feel familiar.

Plan growth around supporting services

Expanding a district creates demands elsewhere in the city. Before growing outward or upward, consider the infrastructure and services needed to make that growth work.

Try it next sessionList what one new neighborhood would ask of your existing city.

Investigate before rebuilding

Connected economic and transport systems can produce problems far from their cause. Try observing one trouble spot over time before making several changes at once.

Try it next sessionWrite a hypothesis for one problem, then change a single thing.

Account for the map and the seasons

The map sets your climate, and weather and pollution are part of the simulation. Include environmental conditions in your city plan rather than treating the terrain as decoration.

Try it next sessionChoose one planning decision shaped by your map’s conditions.

The deep end

PLANNED / NOT YET WRITTEN

This is our desk. Joshua and I will fill it with tested strategies, campaign notes, and the mistakes worth learning from.

Traffic diagnosis and transport experiments

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

Budget recovery case studies

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

District design and growth planning

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

The reading behind these notes

These starter notes draw on the official game descriptions below. The exercises and intermediate connections are suggested ways to learn, not tested optimization guides.

Official Paradox game overview ↗ · Publisher’s Steam description ↗Sources reviewed 16 September 2026. Broad concepts only; no patch-specific validation. Features and interfaces may vary with updates, expansions, mods, and platform.

Notes from the back row

Two ducks. Too many maps.

Pair of Ducks is our little love letter to Paradox strategy games, from the people behind Skipping School.

We used to skip class. Now we negotiate with the work calendar. Either way, we’re making room for games, good company, and explaining what all those menus actually do.

These are the first pages of our shared notebook. The advanced guides are where Joshua and I will bring our own experiments, mistakes, and strong opinions.

Notes from the back row

CS II / quick reference

Infrastructure
The roads and systems that support the city’s daily operation.
Simulation
The connected model of citizens, movement, services, and economics.
Lifepath
A citizen’s changing circumstances over the course of their life.

For more context, return to the lesson or check the official game overview.