Cities: Skylines

Cities: Skylines

312 ratings
Havel Residences
File Size
25.509 MB
Oct 24, 2015 @ 11:01am
1 Change Note ( view )

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Havel Residences

In 1 collection by tobse
Havel-12 Residences
2 items
Havel Residences by tobse
Create your own modular residence district!

Havel Residences is a modular system of residence buildings in renovated Plattenbau¹ style. Create with 9 different buildings a unique district of connected buildings. The connected pieces are connected not by itself or it means the game can not create the right connected pieces, therefore bulldoze the wrong constructed building when the right piece or building is built, lock the level up with the mod " Control Building Level Up " is an awesome help. Also a great help is after the subscribe open the Content Manager and add a new style, later in the game you can draw an urban area and choose the style where only Havel Residences are built.


- After Dark ready
- High residential building (growable)
- Create your own custom district
- All buildings has +4 color variaties
- Havel Residences at grow Level 1
- 1x 6 Level building (growable on 4x4 or 4x2 tiles)
- 1x 12 Level building (growable on 4x4 or 4x2 tiles)
- 1x 18 Level building (growable on 4x4 or 4x2 tiles)
- 1x 12 Level 45 degree end left piece building (growable on 4x4 tiles)
- 1x 12 Level 45 degree end right piece building (growable on 4x4 tiles)
- 1x 12 Level 45 degree right out piece building (growable on 1x1 or 1x2 tiles) <- 45° avenue streets
- 1x 12 Level 45 degree left in piece building (growable on 1x1 or 1x2 tiles) <- 45° avenue streets
- 1x 12 Level 1x1 piece building (growable on 1x1 or 1x2 tiles)
- 1x 12 Level corner piece building (growable on 1x1 or 1x2 tiles)

-Building Themes

- Control Building Level Up

- Building Eyedropper Tool (I have not tested yet)

- Havel river
The Havel is a river in north-eastern Germany, flowing through the German states of Mecklenburg-Vorpommern, Brandenburg, Berlin and Saxony-Anhalt. It is a right tributary of the Elbe river and 325 kilometres (202 mi) long. (source: )

#Tech stats
Havel-6 Levels
1'408 tris = LOD 1
98 tris = LOD 2 (far away model)
Havel-12 Levels
2'574 tris = LOD 1
98 tris = LOD 2
Havel-18 Levels
3'740 tris = LOD 1
98 tris = LOD 2
Havel-12 Levels 45 degree end left & right
1'760 tris = LOD 1
95 tris = LOD 2
Havel-12 Levels 45 degree left in
1'540 tris = LOD 1
75 tris = LOD 2
Havel-12 Levels 45 degree right out
1'554 tris = LOD 1
73 tris = LOD 2
Havel-12 Levels 1x1
256 tris = LOD 1
28 tris = LOD 2
Havel-12 Levels corner
418 tris = LOD 1
24 tris = LOD 2

1024x1024 px = Textures (Diffuse, Alpha, Normal, Specular,Illumination, Color)
256x256 px = LOD textures

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Popular Discussions View All (1)
Jan 9, 2017 @ 6:57am
sticks out onto roads and other buildings
< >
CreepInAndGrabThatMeme Apr 19 @ 12:45pm 
This is good but those 1x1
AntonTheNotSoAgreeable Mar 10 @ 10:46am 
They pull up tp the flat and go inside, then the vehicle disappears. But the job does get done.
tobse  [author] Mar 10 @ 6:06am 
Thanks for your screenshot. I agree, I also think it's a big virtual dioarama.
The pedestrian path is already placed correctly, that should not cause the problem.

What do you mean when the service cars after they pulled up to the flat entrance? Like when the police take a stand?

Is the job of the service cars done or are they disappearing when the police are at the crime scene?
AntonTheNotSoAgreeable Mar 7 @ 12:14pm 
You're welcome, I'm sure it was easier than producing these assets ;-) It's fun to be able to recreate something you "know". Like someone on the web somewhere said about C:SL, it's a big virtual diorama. And the two districts I have built with your assets were a bit of a test, but I was very pleased with how lively they have become.

Anyway, I meant like this:

You can connect pathways underneath those underpasses. I was thinking maybe that had something to do with the problem. But I removed most of the pathways and the problem persists.

Maybe it has to do with the way I have constructed the buildings - some of them have become a bit messy and maybe they don't connect to roads properly. I'll try and rebuild one of the districts and follow the rules so to say. If the problem persists I'll let you know. But it's probably me.
tobse  [author] Mar 7 @ 5:18am 
Hi AntonTheNotSoAgreeable,
Thank you for liking my buildings.
Your problem sounds interesting, how do you mean the paths underneath the buildings? (like a pedastrian tunnel?) As there are no paths underneath the buildings, some buildings have a passage to the inner courtyard.
AntonTheNotSoAgreeable Mar 6 @ 7:08am 
Used to live in a corbusier inspired neighbourhood that had these long winding honeycomb flats, so I really love this asset.

Stupid question maybe, but I see the flats allow for pedestrian underpasses, which I've used heartily in one of my districts (really brings the place to life) - which is crammed with these flats. I notice that police and other services sometimes disappear after pulling up to the flat entrance... Could this in any way be related to the many paths that go underneath the flats? Or the fact that I've crammed 60k people in a relatively small area?

This is the only neighbourhood where I have this problem and I'd like to find out what causes it. I'm planning on building an entire city made out of these buildings - the once lauded "city of the future"... So I want to know what's causing the problem. May not have anything to do with the asset of course...

Either way, lovely addition to the game :)

Modern Major Comrade Jan 28 @ 3:21am 
Full communism achieved.
NamedomRan Nov 6, 2017 @ 8:41pm 
Dr. Havel, I'm CIA.
Montauk Oct 14, 2017 @ 2:09am 
Ich hab immer wieder das Problem, das die 45°-Gebäude mit anderen Gebäuden überlappen oder über Straßen gebaut werden. Ich weis grad nicht ob das Problem schon behoben wurde, ich hab grad einfach mal die Mod deinstalliert und neu geladen. Mal schauen - ansonsten klasse Arbeit, der Stil gefällt mir. Einfach typisch deutscher Plattenbau. :steammocking:
Kury Aug 20, 2017 @ 8:51am 
could you make a RICO version?