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Region Pack: Netherlands now available

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Netherlands Pack - Paradox Mods

Created by Feindbold, Gèze, Gruny, and REV0

Developer Diary (written by REV0)

Pack Contents

Zones

  • Low Density Residential (Roof type Gable)
  • Low Density Residential (Roof type Gambrel)
  • Medium Row Density (Historical Amsterdam)
  • Medium Density Residential (1920s)
  • Low Rent (Post War Redevelopment)

Service Buildings

  • Fire Stations (2), Medical Clinic, Hospital, Police Station
  • Elementary School, High School, University, College
  • Crematorium
  • Modular Cemetery Complex

Utilities

  • Substation, Water Tower
  • Post Office, Historic Post Office (unique)
  • Parking Garages of 3 sizes
  • Train Station
  • Windmill

Props

  • Bollards, Modular walls, cemetery props that can be used in-game,
  • Clocks and Wall lights which are only available in editor (or via mods)

Support for bikes

  • Some assets are propped with the vanilla bike racks (which have been in the base-game since launch)
  • It was confirmed in yesterday's Dev Diary that once bikes arrive in the game, these racks will become functional
  • Therefore, the working assumption is that the bike racks in these assets will be functional too, once bikes are added to the game
3 comments
  • As someone who really enjoyed CS1, but got disinterested in CS2 after hearing about all the performance woes it was having, how would you describe the current state of the game? The steam reviews are still at 'mixed' but they ve had some time now to address concerns.

  • While there's no mixed use buildings, there's a lot of new stuff that will keep us entertained for a while. The new train station and the modular cemetery are a must!

  • Sadly there's no mixed use buildings in the pack, explanation why by R3VO:

    "Mixed use was not really compatible with the pack scope.

    • We wanted to settle on a standard zone depth that is versatile and usable for everyone. Mixed zone buildings have their own set of rules (mainly the storefronts under you can see), which makes them more rigid assets, or require another set of custom storefront buildings.
    • Their technical requirements are also different and is not as flexible as a regular medium density asset.
    • Mixed zones are also not very flexible as a zone type, since it relies on the simulation being on-par on both residential and commercial requirements. Binding an entire zone to mixed felt unnecessary and too risky to deal with.
    • Issues 1 and 2 can be rectified easily later with the custom content as we wouldn't be bounded by official requirements/technical guidelines.
    • Making an entire zone type by just faking the storefronts/residential space wasn't really an option either. That said, some buildings still have ground floors modelled as a store to maintain a realistic visual representation.
    • StarQ's Advanced Building Control mod allows the alteration of the zone type of the building, allowing you to make some of these buildings mixed. Obviously, we cant use mods to make region pack content so this is an option that is available to players. "