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Very worrying. Track record of games fixing "performance issues" - whatever they actually are - aren't very good in the first place. It's not a promise such as "more diverse assets in the future". I that were promised I could trust that that happens because it's neither difficult to do nor difficult to asses. But improved performance? Well ...

And then the PDX Workshop. I'm not the biggest fan of the Steam workshop; indeed, I think a lot of it is quite bad. So this could be better. But it also could be a lot worse. And the FAQ is very light on how exactly it's implemented, what it can do, what sorta account/online connection/etc you need ...
 
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Apart from the technical issues and user experience, having sole control over the mod platform makes it entirely dependent on PDX's good-will to keep it online. If they ever decide to pull the plug, e.g. to save costs on maintaining the infrastructure, there's little the community will be able to do about it. At the same time, it's very unlikely, that'll happen to the Workshop.
 
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Do you really need to ask Why? Ask yourself how PDXMods can compete with Steam Workshop first.
Yes, I have to ask why. Have you ever published anything on the Steam Workshop? The only good thing about it is that it's centralized. The rating system is bad and unfair. The search is awful. Sorting is only possible with collections, but that is tiresome, too.
 
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Just a few of the many answers:
1. Depends on PDX for support.
2. Limits what content is available to what content PDX permits.
3. Depends on PDX to make a system that works as well as the Workshop, and maintain it.
4. Seems like an easy step towards paid mods.
Which I’m actively fighting against but in a good sense.

“paid mods” but only user supported like a kickstarter if a user wanted too. I guess I’ll make my announcement on this topic today. Been working on something since June.

Wanted to hit the best of both worlds. Not turn the cities modding scene into a Bethesda horse armor debacle.
 
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Rather unfortunate news in my opinion regarding both subjects. I could probably deal with the performance issues, even though my computer is below recommended.

But no Steam workshop is a no go for me. I was on the fence about prepurchasing, but did it anyway yesterday to get the bonuses. But I've canceled it for now.

While I love CS 1 and have almost 3,000 hrs in it, CS 2 seems like it's going to be a rough launch and I will wait a while to see how it turns out after some time, which is probably for the best anyway.
 
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Let me be controversial and say that i think that moving from steam workshop to an own version is a big step, which i think could be more positive in some aspects.

Truly for PC Steam gaming, the steam workshop is accessible, but Epic and Console Version suffer from this.

Also the issue of the workshop automatically subscribing unsubscribed items and not updating mods automatically exists and modders had to make own apps to streamline mod management. I don't think Paradox and CO have taken this decision lightly without second thought, as this opens more potential for managing the workshop content itself - not through steam.

And anyway I believe that the current CS1 workshop is bloated with renamed assets and tons of items that take up valuable filter space and make it harder to find whatever you are looking for, and a custom solution, although not easy to do, is a way to go. I understand traditions and stuff like that, but let's give it a try and then if its bad we will protest.

However i am 100% agreeing with the performance thing. As a developer myself, i understand that the product needs to be developed and released in a very tight schedule, and although it sucks that it wont be the best optimised version, i do strongly hope that they will stand behind what they've said and try to optimise it further. To rely on mods for performance should not be a requirement to play.

I've been a CS1 player for 6 years now (and watched playthroughs since launch) and i've seen the game go from what it was then, to what it is now, i've seen the workshop in the beginning and its renaissance, i've seen the game when MOM was the only option to have elevated metros. Thats why i have hope for the development of CS2. The game has a very strong community and a very open for discussions team behind it and i think we should play it before we judge it.
 
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Let me be controversial and say that i think that moving from steam workshop to an own version is a big step, which i think could be more positive in some aspects.

Truly for PC Steam gaming, the steam workshop is accessible, but Epic and Console Version suffer from this.

Also the issue of the workshop automatically subscribing unsubscribed items and not updating mods automatically exists and modders had to make own apps to streamline mod management. I don't think Paradox and CO have taken this decision lightly without second thought, as this opens more potential for managing the workshop content itself - not through steam.

And anyway I believe that the current CS1 workshop is bloated with renamed assets and tons of items that take up valuable filter space and make it harder to find whatever you are looking for, and a custom solution, although not easy to do, is a way to go. I understand traditions and stuff like that, but let's give it a try and then if its bad we will protest.

I'd completely agree, if they were making Workshop and PDX Mods available next to each other. The problem of no one releasing on PDX Mods if they can publish on Workshop could probably be mitigated somehow, e.g. by incentivizing parallel publishing in some way. It's not impossible, and it would give both players and creators a choice, that has now been taken away (in comparison to CS1).
 
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The main question to me is if the new Paradox Workshop is going to have the same or better functionality compared to the Steam Workshop, or will be a simplified (and worse) version in sake of compatibility with consoles.
Knowing Paradox and how they did their launchers and recent games, it’s going to be a disaster at launch. If we were getting an insight or a dev diary as to how the modding site actually worked, I would be more comforted. But we basically do not have any news on how much the game can be modded, assest creation or if any of our favourite mods from CS1 would be able to in anyway shape of form be able to come to CS2.

This is really ridiculous decision. Mods on the Steam Workshop on the PC unlocked so much of the potential that CS1 and CS2 will never do. Stuff like TMPE, Move it, line tools, BOB are just one of the few things that we use to help us customise and make our own cities unique in their own way other than a dense concrete jungle. I don’t expect CO to make CS2 so detailed, so why not let modders do it? Why shoehorn it into a modding site which no one knows how to work from the off?

I appeal to CO to please reconsider this and at least allow Steam Workshop support.
 
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Knowing Paradox and how they did their launchers and recent games, it’s going to be a disaster at launch. If we were going in sight or a sec diary as to how the modding site actually worked, I would be more comforted.

This is really ridiculous decision. Mods on the Steam Workshop on the PC unlocked so much of the potential that CS1 and CS2 will never do. Stuff like TMPE, Move it, line tools, BOB are just one of the few things that we use to help us customise and make our own cities unique in their own way other than a dense concrete jungle. I don’t expect CO to make CS2 so detailed, so why not let modders do it? Why shoehorn it into a modding site which no one knows how to work from the off?

I appeal to CO to please reconsider this and at least allow Steam Workshop support.
If they allow Steam Workshop, people will stop using their platform and those on Game Pass will miss out on the mods.
 
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No Steam workshop is deeply disappointing.
Honestly after the fiasco last year with the modder who posted fake mods that reported information back to a remote server I'm not surprised. Paradox'/CO/Steam's initial handling of mods published by a modder that was potentially being used for nefarious purpose was initially badly handled.

By keeping mods contained within their own sphere of influence they can better monitor for conflicts with the game itself (hello updates breaking mods), and bad actors who wish to do harm.
 
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With all due respect to the devs, I do not agree with this decision. Most of us use steam workshop for years, why should I and other players open some other mod center and learn it for one game only? I was ready to make a preorder, but now I doubt it.
 
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Honestly after the fiasco last year with the modder who posted fake mods that reported information back to a remote server I'm not surprised. Paradox'/CO/Steam's initial handling of mods published by a modder that was potentially being used for nefarious purpose was initially badly handled.

By keeping mods contained within their own sphere of influence they can better monitor for conflicts with the game itself (hello updates breaking mods), and bad actors who wish to do harm.

The irony is that their own platform is so subpar that it doesn't even offer automatic mod updates.
Additionally, their launchers frequently experience issues and bugs. The decision to phase out the Steam Workshop is simply not well-founded, and there is currently nothing to justify this move in my opinion. Paradox Mods doesn't even come close to competing with the Steam Workshop. If it were at least more efficient, less cumbersome, and had the same basic comfort features, then this would be a different story altogether.
 
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Honestly after the fiasco last year with the modder who posted fake mods that reported information back to a remote server I'm not surprised. Paradox'/CO/Steam's initial handling of mods published by a modder that was potentially being used for nefarious purpose was initially badly handled.

By keeping mods contained within their own sphere of influence they can better monitor for conflicts with the game itself (hello updates breaking mods), and bad actors who wish to do harm.

Which would only be a benefit, if they actively and continously did that, which no one can promise. At the same time, it opens up a whole new pandora's box of possibly de-listing mods they for whatever reason deem... unfavorable. I'm not saying they will, but they may. Meaning we may be limited as to what kind of mods we will be "allowed" to used, at least without sideloading from, say, Nexus or something like that.
 
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By keeping mods contained within their own sphere of influence they can better monitor for conflicts with the game itself (hello updates breaking mods), and bad actors who wish to do harm.
That also makes them more directly responsible.

So what if I want to make an abortion clinic asset? A prison camp asset? A "Support Ukraine!" asset? A red light district asset pack? What about mods that use brands - Deutsche Bahn train set? Apple store? A crashed Mercedes wreck?

... maybe it's all a big nothing; the mod support will come, everything will be an improvement on the previous iteration, possibly there's an option to manually add mods still too, and it'll have all the Workshop features and more.

But this FAQ answer nothing specific, it's just marketing talk. "Trust us, bro". Yeah, uh, no. Show us why we should ^^;
 
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