Cities: Skylines

Cities: Skylines

347 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
< >
PabloTroilo Nov 2, 2019 @ 12:47pm 
shite building
Dmannen20 Jun 21, 2019 @ 10:22am 
Finnaly i can create my dreams in cities skylines. COMMIEBLOCK HEAVEN!!!
HoboG Apr 9, 2019 @ 7:01pm 
constantly clips into other buildings. Dunno why these towers are on 1x1 tiles. unsubbed for now
Pancernik Feb 26, 2019 @ 7:48am 
all of the angled buildings are 75% unzoned, causing them to always clip into other buildings or the road, for that reason- I'm out.
THRILLHO Feb 25, 2019 @ 1:26am 
many of the buildings appear to extend their tiles, often overlapping or encroaching roads and paths.

I love the design and they make for great low level high density buildings but the aforementioned problems are just to egregious for me to use the asset
Soapelina Apr 19, 2018 @ 12:45pm 
This is good but those 1x1
Sgt Max Cockburn Mar 10, 2018 @ 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, 2018 @ 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?
Sgt Max Cockburn Mar 7, 2018 @ 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, 2018 @ 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.