: Paradox Interactive released a series of deep-dives on the mechanics of v1.15. You can find the Plazas & Promenades Dev Diaries on their official forums, which explain the math behind the pedestrian area logic.
: A perennial topic for bloggers in the Cities: Skylines community is the dreaded death wave. Posts often analyze how pedestrian zones in v1.15 affected service vehicle pathfinding, leading to new strategies for cemetery and crematorium placement. Essential Resources for this Version File: Cities.Skylines.v1.15.0.f7.Incl.ALL.DLC.z...
: Bloggers at sites like PC Gamer and Rock Paper Shotgun frequently discussed how this update finally allowed players to move away from car-centric design. It introduced "service points" that handle logistics, allowing you to create walkable, pollution-free downtowns. : Paradox Interactive released a series of deep-dives
: YouTubers like City Planner Plays have "blog-style" video essays that break down how to actually use the 1.15 features to build realistic, functional cities without the traffic nightmares common in earlier versions. Posts often analyze how pedestrian zones in v1
Since you're looking for an "interesting blog post" related to this, I've outlined the most impactful topics from that era of the game:
The v1.15 update was a major shift for the game, introducing pedestrian-only zones and specialized wall-to-wall buildings. If you're diving back into this specific build, these blog-style insights highlight why it remains a fan favorite: