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Behind the Scenes #1: Modding

Greetings everyone. We have a new mini-series of development diaries as we count down to the release of Cities: Skylines II. In this series, we take you behind the scenes of development sharing some of our processes and philosophy behind certain features as well as give you a sneak peek at our plans for the future.

To start with, we’re going to talk about modding in Cities: Skylines II. While modding isn’t supported at release, we want to share what modding means to us and how we approach modding support, so you know what to expect. Modding in Cities: Skylines played an important part in making the game a success, so it was obvious to us that Cities: Skylines II also has to be moddable, and we can't wait to see what the modders come up with this time around!


MODDING IN OUR GAMES
Our journey with modding started in a somewhat unexpected way with our first game, Cities in Motion. Back then, we hadn’t initially planned extensive modding support, but as the game used our own technology and was very accessible to players, a modding community grew surrounding the game. While not intentional we soon discovered how much modding can add to a game with players customizing their gameplay experience, creating and sharing content with each other.

We carried that lesson forward to Cities in Motion 2, though it wasn’t until Cities: Skylines that we really realized the full potential of supporting modding. As we were developing the game, we had one of our two programmers focus on creating tools to mod the game. When Cities: Skylines was released, we had a map editor, that let you create your own maps to build cities on, and an asset editor to import custom 3D models to the game. These, along with code mods, could then be shared on the Steam Workshop and downloaded by others. Through the years we expanded the capabilities of the asset editor to include more options, and as map themes and scenarios were added to the game, we included editors to make your very own.

Today, the Cities: Skylines Workshop has over 400,000 mods with everything from maps and themes to buildings and code mods changing the rules of the game. We were absolutely blown away by the creativity and dedication of our modding community, and throughout the game’s lifetime, we have continued to improve how we interact with the modders.

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The built-in editor and easy sharing through the Steam Workshop brought more modding opportunities to Cities: Skylines than our previous games had.

CITIES SKYLINES II
When we started developing Cities: Skylines II, we knew we wanted the game to support modding as much as its predecessor did. In 2019, as part of our 10-year anniversary celebration, we invited a group of prominent modders to Tampere to help us determine how we can best support their modding efforts. We introduced them to the features Cities: Skylines II would come to include, as well as the level of detail and realism of its art style. We discussed their experiences modding Cities: Skylines and they provided great feedback on how we could support the community in Cities: Skylines II. As an example, our map creators expressed a wish to be able to create taller mountains and deeper valleys, and as you may have seen from our Maps & Themes development diary, this is possible in Cities: Skylines II.

We support modding to celebrate the community and we want everyone to be able to take part in it. This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have. To offer the same content for all the players we have chosen Paradox Mods as our portal for sharing your amazing creations across all platforms.

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Access the Editor and Paradox Mods directly from the main menu


MODDING BETA
We have always tried to offer as much support for the modders as possible and the modding beta was created for Cities: Skylines as a part of our efforts. The purpose of this was to ensure the modders could prepare updates for mods that might break with game updates. Having the opportunity to access the upcoming builds prior to release provided them time to familiarize themselves with the changes and work on and test updates to their mods.

As the Cities: Skylines Modding community grew, this group was expanded to include asset creators and its purpose expanded to provide direct feedback on the modding tools. The beta gave us the opportunity to get feedback on the road editor before it was released to the public and have direct conversations with our modders about what improvements to the game’s API would be useful to them.

As the updates for Cities: Skylines have ended the modding beta shifted more towards testing and providing feedback on the modding tools in Cities: Skylines II. Currently, the modding beta is testing the Cities: Skylines II Editor, which we'll dig into in the next development diary.
 
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Is this the future for Paradox? We know their entire business model is built upon never ending DLC & Microtransactions..

You can answer this question yourself by taking a look into the FAQ: https://forum.paradoxplaza.com/forum/threads/faq-paradox-mods.1602590/

"Will Cities: Skylines II launch paid mods or Microtransaction on Paradox Mods?
No. There will not be any paid mods for Cities: Skylines II on Paradox Mods."

Weird, how you insist on having a different opinion and adding drama, while they made a clear statement regarding this matter.
 
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Nothing a PR staffer says means anything. It's not enforceable and previous statements aren't something executives care about if they change their minds.

If Paradox executives say so, that same PR staffer will say "no we never meant that" in the same breath as they introduce paid mods. Or it'll be something like "this isn't paid mods, it's a paid subscription to a service that includes access to mods."
 
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You can answer this question yourself by taking a look into the FAQ: https://forum.paradoxplaza.com/forum/threads/faq-paradox-mods.1602590/

"Will Cities: Skylines II launch paid mods or Microtransaction on Paradox Mods?
No. There will not be any paid mods for Cities: Skylines II on Paradox Mods."

Weird, how you insist on having a different opinion and adding drama, while they made a clear statement regarding this matter.
I think it’s very unlikely they will ever add paid mods because its antithesis to everything Paradox has mentioned they are for. But it’s noteworthy and amusing to mention that the Community Manager on Discord was stating “we will never have microtransaction style paywalls on PDXMods” before the FAQs (a very clear statement), and then changed it here to having no plans for one (not so clear and a very politician answer).
 
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Nothing a PR staffer says means anything. It's not enforceable and previous statements aren't something executives care about if they change their minds.

If Paradox executives say so, that same PR staffer will say "no we never meant that" in the same breath as they introduce paid mods. Or it'll be something like "this isn't paid mods, it's a paid subscription to a service that includes access to mods."

With this logic you could also question whether Cities Skylines II will be released at all. Maybe It's just a huge scam to take our money by preordering?
 
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With this logic you could also question whether Cities Skylines II will be released at all. Maybe It's just a huge scam to take our money by preordering?
Sure.

Companies cancel projects all the time. Sega just cancelled out a Tarkov clone that was reportedly given the highest budget for a Sega game ever.

If Paradox executives for whatever reason decided that the financial situation required cancelling CS2, they would. Without hesitation.
 
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I'm just speculating. Before, Valve would handle mods put on the workshop. Paradox has their own TOS concerning mods available through their platform. I don't know whether they had rights over the mods on the workshop.

Edit: Also it's just what I can observe from the very few mods (only assets) on the CS PDXmods page. It also doesn't allow uploads anymore? So it's kinda difficult to investigate.
The CS1 mods on PDX are limited because that was just a closed tryout with a handful of creators.

Never say never :p paid mods are highly unlikely but who knows in a couple of years, maybe it's normal by then.
 
I honestly hope Paradox doesn't monetize the mods menu. They say they won't but It's not in clear writing, this FAQ uses PR speak. Not just the TRUTH. I canceled any pre-orders, I'll still have the Gamepass version, but good luck getting $90+ from me after pulling this little stunt. In the future, do not wait until 1 week from release to reveal this issue. I had a hunch there was something amiss since NONE of the weekly videos showed mods in any way.
 
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I will not pay for mods that some random person made. If it's in a creator pack curated by CO then I'll consider it. Paid mods give people who pay a different experience with the game they purchase it for.
Why not? If that random person created a useful mod that is used by 100,000+ players it is a way of showing appreciation. Sometimes, random people are more creative than the original game developers. Some players even like donating. I know from experience that it takes many hours to create an asset mod or code mod. And most players never show appreciation. Instead, they post comments about the asset not working because they fail to subscribe to dependencies because they don't bother reading the description. Maybe it would even give the creators an additional motivation to create even better or more assets and mods. This can be seen as a decentralization of game development.
 
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I will not pay for mods that some random person made. If it's in a creator pack curated by CO then I'll consider it. Paid mods give people who pay a different experience with the game they purchase it for.
I mean neither would I in most cases. But there's nothing fundamentally different about it. Someone works to create a piece of software and decides to charge money for it.

And if the mod delivers something sufficiently useful or interesting to me I might consider it, just how I might consider a useful or interesting DLC. Calling it paid mod is one way. It can just as easily be considered third party DLC/Expansion.

Which is very much a thing in flight Sims for example.
 
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I think it’s very unlikely they will ever add paid mods because its antithesis to everything Paradox has mentioned they are for. But it’s noteworthy and amusing to mention that the Community Manager on Discord was stating “we will never have microtransaction style paywalls on PDXMods” before the FAQs (a very clear statement), and then changed it here to having no plans for one (not so clear and a very politician answer).
They already had paid mods anyway. They were just called "Content Creator Packs"; and they were one way for Paradox or CO to share money with the creators. Asset creators could also use them as dependencies, which was fine.

I never resented them for it.
 
I don't get why some people are so upset. Allowing more people across different platforms to access mods is only a good thing. But I guess change is hard for some.
 
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Are you sure you guys can afford this level of self-sabotage? The gameplay better be exceptional at launch since you are (quite stupidly) excluding any chance of improvement. You are taking quite a risk.
 
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You can answer this question yourself by taking a look into the FAQ: https://forum.paradoxplaza.com/forum/threads/faq-paradox-mods.1602590/

"Will Cities: Skylines II launch paid mods or Microtransaction on Paradox Mods?
No. There will not be any paid mods for Cities: Skylines II on Paradox Mods."

Weird, how you insist on having a different opinion and adding drama, while they made a clear statement regarding this matter.
It's absolutely hilarious that people accuse CO about lying while they have clearly said that mods won't be monetized and the game is not even out yet.
 
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So replace the Steam Workshop with a more specifically CS version, which will allow console players to access maps and other asset mods (just not code mods), and have it beta tested by some of the best and most popular CS modders out there? Cool, sounds great.

Apologies if I'm supposed to whinge, I'm new here...
 
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