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How to unlock 25 tiles on a Cities Skylines Map

Author: tomdotio
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cities skylines increase map sizeThe default playable area on a Cities Skylines map is 9 tiles (3×3 with any adjacent tile being unlockable) but you can go bigger thanks to a mod that’s been created in the Steam Workshop which will unlock a total of 25 tiles on a map which makes the playable area so much larger.

The mod is available now in the SteamWorkshop and to get it working in the game you first of all need to subscribe to the mod (click the little tick on the image) which will add it to your Steam. Currently the mod downloads to an incorrect location so what you need to do is read on and follow the instructions…

The file will be downloaded to Steam > steamapps > workshop > content > 255710 > 403798625 as AllSpacesUnlockable.dll

You need to copy the AllSpacesUnlockable.dll file into the mods directory at Steam > steamapps > common > Cities_Skylines > Files > Mods 

Now create a directory in there called AllSpacesUnlockable and paste in the AllSpacesUnlockable.dll.

To activate the mod, go in-game and click the Content Manager button. Go to the mods tab and check the 25 Spaces Can Unlock the full map mod.

The mod will now be active and you can now expand out beyond the standard settings. Here’s a few shots of how it looks.


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  • David Marlor

    You characterise the official play areas as 9 tiles, 3 x 3 grid. This is incorrect, it is 9 tiles of any configuraiton provided they all touch each other.

    • Arazmus

      Yes, perhaps that should be made a little clearer to anyone following this Thanks for the poke David.

  • izPanda

    How is the performance? On Quill18’s steam one of the developers mentioned that it was possible to go to 25 squares with a mod but there may be bugs. Have you noticed any?

  • Panda

    Thanks for the post!

  • Gimmle

    why is this made as a mod and not an option in game? not that it really matters as I already pre-ordered the game, SO hyped on this one, should be the best city builder game yet!

    • Nick Frame

      because increasing the size of the cities this much is significantly harder on systems – if this was an official option, Paradox would have to up the requirements, as no one wants a game where you can’t access certain features with minimum requirements. As a 3rd party mod, the onus is on the user to determine if they can run it.

      • Gimmle

        oh, you are right, I didn’t think of it that way, makes perfect sense then 🙂 thanks for the answer, still hyped to get the game going, tomorrow is going to be a very happy day 😉 (I might need to call in sick, lol).

      • IchNet

        But this sounds really sad!

        Optionality on PCs (opposed to consoles) has always been there for adapting a software to the player’s needs AND the players’s hardware. If today’s gamers don’t understand this, then they really are idiots..

        • 404Fox

          tl;dr so you are saying pc gaming is dying because gaming standards are set so low that there is no need for high-end pcs, henceforth killing the market for high-end games and leading companies to produce crappy games and expecting them to sell?

          • IchNet

            Saying ‘no need for’ doesn’t reflect the actual sense. It more should be like ‘no use in’.

            But overall it’s a good summary.

          • Chris Daly

            More PC gaming is dying because people can’t afford nor do they understand the need for a high end PC, try to play a game on a suboar rig, and bitch about PC gaming as a whole because they don’t understand that it’s their PC (usually) not the game.

        • Angry Dwarf

          You show a grievous misunderstanding of how hardware actually interacts with software, and how much work goes into streamlining a video game’s code.

          • IchNet

            No, I programmed my first game when I was 6years old. I know what an API is, I know what an HAL is, I know what Frameworks are, I know how a CPU is made and working and I know how to use them.

            I exactly know what I am speaking off.

            But you show a serious amount of ignorance:
            I demand quality.
            You just see one side.

            Just most gamers being used to a lack of quality in any possible way doesn’t make the situation right.
            There is no reason for not optimzing code to the max. I would of course pay more when it’s needed.And still I would save money, because there wouldn’t be need for such insane hardware reqs like we already have.
            Not optimizing code is nothing that could satisfy me as a gamer or user in general. And I don’t have to care shit how big the effort for optimizing code is, no matter what. That’s a matter of business and finances and nothign of my concern.
            Got it?

          • Chris Daly

            Duh. People are dumb, dumb people complain.

          • IchNet

            Herpaderp. Dumb people tend to accept anything and to have no visions. And there main reasoning is like: If it’s not perfect, then I’ll just ignore it,m because it will for sure get better by itself.

        • Chris Daly

          I’ll have to argue you here, IstMeinPCFuhrer 😉

          “Optionality on PCs (opposed to consoles) has always been there for adapting a software to the player’s needs AND the players’s hardware. ”

          That’s what mods are for, bro, hahaha.

          • IchNet

            That’s what software companies are for and what you pay for!
            I think you never had the chance for getting to know the times, when software companies really cared for their reputation.

            Mods with all their hickups and troublesome installation process are for cases where companies aren’t able to or not willing to improve their products – like a last resort.

          • Chris Daly

            A company cannot include every idea it has for a game within a given timeline (the project schedule) and budget. There is a trade-off triangle between time, scope, and cost (Project Management classes ,ftw). Adding everything the creators dreamed of would increase time and cost, and move the project beyond the initial scope. This is what DLC, mods, and expansions are intended for. The company can crate a usable project it can afford to given its budget, and then continue to profit from add-ons.

            However, game designers approach each project as a complete project, a new solution. Look at the Civ series. 6 or 7 games, all based on the same mechanics, each expounding on the last as new ideas for units, factions, and gameplay mechanics or balance become feasible. The last installment was an expansion that took what is almost the exact same game as the last, and added a few new features with that. Alongside each of those games though, are thousands of mods (and unpaid modders).

            Conversely, a modder looks at the game and tends to pick out little things, “wouldn’t it be cool if I could do this, or what if this unit were more powerful, or I could add that.” It’s more of an addition of a nifty new idea than a whole new game.

            I use Civ because one of the mods for Beyond Earth was an oceanic city mod, with its own unique ruleset and buildings. Wouldn’t you know it, the Beyond Earth: Rising Tides expansion is focused almost solely on ocean cities and oceanic exploration, with a few modifications to other mechanics, like diplomacy and artifacts.

            Civ also kind of stole the idea from the creators of Pandora: First Contact, which was a hex based game that played just like Civ, except on foreign planets with hostile aliens. Civ Beyond Earth? Foreign planets with hostile aliens, came out about a year after Pandora.

            My point is, I suppose, game creators can only reasonably do so much with the time they are given, modders can fill in the gaps or add new ideas to each game. Remember, ease of modding is totally dependent on the game creator, their game design, and legal policy. Again, in Civ, you can modify units, buildings, and factions by modifying an XML file, it’s that easy. Adding new units and graphics, not so easy.

            What I really want to know is, why do modders do so much work for a company that isn’t paying them. They’d be better of selling their ideas than putting the work into it. At the same time, a modders vision might not align with the creators endgame 😉 So, mods are necessary to add that extra unique element to gameplay that a creator would never bother with.

            At least that’s what I’ve learned over the years.

          • IchNet

            A company can also rely on pleasing their customers in the long, thus increasing their overall sales and survivability over the years, selling just the same well polished product for many months, ensuring jobs and happy players for many years.

            Of course they can also choose to go for the quick’n’dirty win, and try rip off as much as possible as fast as possible – thus leading to many quick dying of companies, with an advantage for noone but the shareholders.

            What world do you want to live in?

          • Chris Daly

            You bought the game, I bought the game, you bought it as advertised, and mods complemented it. I’m pretty sure the model works well.

  • citbro2016

    Thanks for the info

  • Afro Black

    i cant sign in to that supid site!