Cities: Skylines

Cities: Skylines

1,607 ratings
Building Themes (Green Cities)
File Size
0.561 MB
Jun 21, 2015 @ 11:20am
Oct 20, 2017 @ 10:43am
36 Change Notes ( view )

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Building Themes (Green Cities)

This mod makes possible to apply building themes to a district or the whole city. Only buildings which are contained in one of the selected themes will grow in a district. You can subscribe to theme mods from the workshop, or create your own themes in the game.


This mod is not compatible with:

What This Mod Does
  • Adds 'Themes' tab to districts policies panel where you can select a theme for a district or the whole city. The mod unlocks the panel from the start.
  • Adds Building Theme Manager (accessible from the 'Themes' tab) where you can edit existing themes and create your own themes
  • Provides two built-in themes, 'European' and 'International'
  • Improves the building footprint selection (important for themes with only small buildings)

Use 'Themes' tab to enable or disable district's themes. You can specify any number of active themes. If no theme is active for a district it will mean that any growable is allowed.

By default no theme will be activated. Make sure that the "European" style is enabled in the content manager styles section.

By default, districts will use the city-wide theme setting. You can check the 'Enable Theme Managament for this district' checkbox to control the theme setting for a district separately

If you redraw district's borders the buildings not belonging to district's theme won't disappear. When it's time for them to upgrade they will level up to a building that is allowed in the district.

If you want to allow custom workshop assets in a district, you can either add them with the Theme Manager (see below) or check the 'Allow buildings which are not in any theme' checkbox.

What This Mod Doesn't Do
  • It won't corrupt your save games if you disable it (though cloned buildings will disappear)
  • It doesn't unlock European growables for non-European biomes or vice versa. Enable the European building style in the content manager to do that.

How To Add Custom Themes And Modify The Built In Themes: Theme Manager

You can open the Theme Manager in the 'Themes' tab.

On the left is the list of themes. Select a theme and add and remove buildings. There is a live preview (which can be rotated) on the right!

Click on a building in the list to select it. There are 2 advanced options which can be controlled:
The spawn rate controls the chance that a building appears. Note that it only works when you add multiple buildings with the same zone type, level and footprint size.
The upgrade building can be set if you want the building to upgrade to a specific building (like the same building model with a pool and solar panels).

It is important to understand how the simulation works:

When you create a new empty zone, a level 1 building will spawn first (so you have to include one in your theme). This building will upgrade to a level 2 building when certain requirements are met. The level 2 building needs to have the same width, and a length which is equal or smaller. Example: L1 2x3 low-density residential will upgrade to: L2 2x3 or L2 2x2 or L2 2x1 low-density residential.

If there is enough space, the game will expand the front- or backyard of a building to a maximum length of 4 cells (e.g. a 2x2 building will spawn as 2x4). This mod changes the behavior a little bit, which can be used by asset creators: If there are no props or trees in the expanded backyard, the size will be set back to the original size. That way it is possible to create neighbourhoods with only 4 cells wide blocks. The UK Terraced Housing theme uses this feature.

Asset Cloning

The Theme Manager also allows you to clone buildings and assign different levels to them. This can be used if you don't have enough buildings for all wealth levels, or if you just want more variety by assigning all buildings to all levels. To clone a building, select it in the list and press the 'Clone Building' button in the bottom right. Enter a name to identify your clone in the building list and select the wealth level. The clone will appear in the building list.

Important: Clones will be created during the level loading process. You have to go back to the main menu and reload your save to generate the clones.

Important: When you delete the theme that contains clones, these buildings will disappear when you load your city the next time! The same happens when you disable the mod, or when the mod fails to load. But: Your save files are not broken.

The cloning feature can be disabled completely in the mod settings.

How To Add Custom Themes: Theme Mods

We created some "Theme Mods" which automatically add new themes. These mods do not include the required building models! Subscribe to the Building Collection that is mentioned in the mod description! You will find the new themes in the 'Themes' policy tab.

Building Theme: UK Terraced Housing

Adds a British row houses building theme. Don't forget to upvote rik4000's creations! Without his excellent work, this theme would not have been possible!

► Required Building Collection
► Theme Mod
Building Theme: American Trailer Homes

Adds an American low-density homes building theme. Don't forget to upvote DethKwok's creations! Without his excellent work, this theme would not have been possible!

► Required Building Collection
► Theme Mod

How the mod saves your data
  • Custom Building Themes and options are stored in an XML file ({Steam folder}\steamapps\common\Cities_Skylines\BuildingThemes.xml)
  • District theme assignment data is saved in the game save.

You do not have to edit these files! Everything can be configured in the game.

Upcoming Features
  • Theme sharing option: Upload your theme to the workshop with two clicks
  • More cloning options: Change the zone type, color variation or density of a building
  • A better 'No High Rises' policy which checks the building height

Feel free to comment. If you have any errors/exceptions please don't paste them or output_log to comments. Use pastebin or similar tool.

Source Code[]

Using the C# detours code[] created by Sebastian Schöner, released under the MIT license.
Popular Discussions View All (14)
Mar 22 @ 3:30am
PINNED: Not working? Post your bug reports here!
Jan 8 @ 12:43am
PINNED: Post your ideas for custom Building Themes!
May 22, 2017 @ 2:22pm
Place to talk about your faults
< >
HGscMENTOR Apr 18 @ 8:00am 
Sorry it didn't work for you. Gave it my best shot :^)
legal2blaze420 Apr 17 @ 5:01am 
Please report this error on the Building Themes workshop page:
ERROR: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at BuildingThemes.Detour.PoliciesPanelDetour.RefreshPanel () [0x00000] in <filename unknown>:0
media Apr 17 @ 4:09am 
Nope, that didn't do it, I still get European when turning all off, but I suppose that's because I'm in an Europan biome.
HGscMENTOR Apr 12 @ 6:27pm 
I noticed that when I did NOT have the theme of my choice turned on (blue lighted), then I kept getting the Vanilla buildings. It was an accident on my part, and not what I wanted, but since it IS what you want, you might try just making sure that NONE of the themes on the THEMES list in the city properties panel have the blue light on. Maybe that would do it for you?
media Apr 9 @ 7:12am 
I feel stupid but how do I assign the vanilla "theme" to a district? I've activated the mod giving me prefab "European" and "International" to choose from. I suppose "International" = vanilla, standard theme? But it says the buildings for International is "not loaded"... How do I use standard theme on a europe biome map?
ithrian Apr 6 @ 9:50am 
Deleted my old embarrassing post about the clone button, didn't have it enabled in option -_-. No wonder no answers. Downloaded too many mods at once and didn't read up on all of them yet. Just got the game (in 2018!) and just wan't "everything" on the workshop :p.

Now i have a question about cloning tho if some kind souls would answer. It says it's unstable and i know ofcourse all mods comes with a risk, ten folded if you add many. But what kind of unstable scenarios have people experienced with the cloning?
HGscMENTOR Mar 31 @ 10:55pm 
I had that problem in some spots on my gamesave and discovered it was because the land value wasn't high enough to go past level 4 (in my case) and hit level 5.

I don't know if that would be your problem, but you could check with the Land-Value ($$$ signs) icon on the drop-down menu on the upper left corner of the gamesave screen.
lafayette925 Mar 28 @ 3:26am 
Hi, thx for this gorgeous MOD, I got a problem here. My commercial buildings wont upgrade to level 3 and it stops updating in lvl 2. Neither high rise ban policy is executed nor hard core mode on. Can anyone help me with this? much appreciate.
Ilion Mar 22 @ 8:41am 
... though, if you use "Plop the Growables", the growables no longer level-up on their own -- you have either to plop the end-level you want, or use "Force Level Up" ( )
Ilion Mar 22 @ 8:39am