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Our main goal is to be able to share all creations equally between platforms. While there will have to be limits on consoles (storage, code mods), giving players on all platforms access to PDXMods is the main reason.

Hello, I am one of those players that enjoy the Paradox mod system as much as Steam but please allow a code mod only category because at the moment they are mixed up with hundreds of asset mods and it becomes frustrating to look for code mods only.
 
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For weeks, we have been telling the devs not to stay silent, even if they don't have any new information, because we want to know what they are currently working on. When they do what we asked for, you pour out frustration about the further delays. Is it better that they don't say anything? The game is in the state it is and they see how much we are not happy with it. So let's not criticize them for communication. This will make cooperation easier. Electronic Arts won’t give us a better city-building simulator than City Skylines. We only have CO, so let’s give them a boost from time to time, because for city-building fans, there hasn’t been a better company. Communication is key.
 
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Hello, I am one of those players that enjoy the Paradox mod system as much as Steam but please allow a code mod only category because at the moment they are mixed up with hundreds of asset mods and it becomes frustrating to look for code mods only.
Hi, you have to check this to see only Code mode.
For me, on the other hand, there is a lack of more categories that would sort the mods more depending on the functions they introduce (e.g. policies, traffic).

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Yes, a separate tag for Radios would be very appreciated.

I suppose, once the asset imported is there, all those "assets" that are code mods will get much less. At the moment a separate tag for those would be nice.
 
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We have absolutely no intentions of abandoning Cities: Skylines II. Colossal Order was founded with the dream of creating city-building games and our team is very passionate about realising the potential Cities: Skylines II has. It's been a bumpy road but that won't stop us. Secondly, while we have partnered with Paradox Interactive for our games, we remain an independent company with no intentions of shutting down.

I have been on this forum for a long time. Let me tell you a story. It happened many moons ago. There was a small-ish dev studio. They partnered with PDX and produced a first "AA" game with them. They continued to work with PDX on a sequel. They were very ambitious for their sequel and had a grand vision. Sadly, they could not deliver. The game was a mess at release, and the customers were displeased. The devs had worked so hard and were so brilliant, yet no one understood how good their work was. They lashed out at their customers, at their publishers. This was not a pretty sight. They got dropped by their publisher. However, they were very clever people; they would make their own game, and they needed no one! They released mobile-like games for a few years; they were so brilliant, they would be successful, and with the money they would earn, they would release another sequel! It never happened. To this day, they never made another game of the scale they could make with their publisher's backing.

The studio was Kerberos. The game was Swords of the Star 2. If I were the developer, I would have tried to show respect for my customers and my publisher.

This response is not pretty, and it does not reassure me as a customer. On the contrary, it is a very problematic attitude that, given what we have seen before, doesn't give much hope for the future of the game.
 
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Hi, you have to check this to see only Code mode.
For me, on the other hand, there is a lack of more categories that would sort the mods more depending on the functions they introduce (e.g. policies, traffic).

View attachment 1188888

I know but the code mod tag also includes assets which it should not.
That's why I asked them to be separate.

When I am looking for code mods I don't want the list to be bloated and ruined by hundreds of veichles or buildings models, those should have an "asset" tag and be separate.

Code mods tag should show gameplay mods only.
 
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Always crazy to me to
I have been on this forum for a long time. Let me tell you a story. It happened many moons ago. There was a small-ish dev studio. They partnered with PDX and produced a first "AA" game with them. They continued to work with PDX on a sequel. They were very ambitious for their sequel and had a grand vision. Sadly, they could not deliver. The game was a mess at release, and the customers were displeased. The devs had worked so hard and were so brilliant, yet no one understood how good their work was. They lashed out at their customers, at their publishers. This was not a pretty sight. They got dropped by their publisher. However, they were very clever people; they would make their own game, and they needed no one! They released mobile-like games for a few years; they were so brilliant, they would be successful, and with the money they would earn, they would release another sequel! It never happened. To this day, they never made another game of the scale they could make with their publisher's backing.

The studio was Kerberos. The game was Swords of the Star 2. If I were the developer, I would have tried to show respect for my customers and my publisher.

This response is not pretty, and it does not reassure me as a customer. On the contrary, it is a very problematic attitude that, given what we have seen before, doesn't give much hope for the future of the game.
Come on, that's not what they said or implied. They just said that they do not have the intention of shutting down. And they imply that, even if Paradox drop them, they'll continue. That quite different from saying that they don't need them.

As for the "disrespecting the customer", It looks like you read to much of the angry mob under each of the update posts, and forget about what they actually do and say. Actually they try to show respect, really, but are met with a lot of criticism given the state of the game release (and that's good in a way, as it's how Cyberpunk and No Man's sky finally delivered, even though, it would be better if there was less of those cases in the industry).

In my opinion, they've come a long way. They improved their communication, even though it's not perfect, and they seem to be advancing at a steady state. It took 5 years for No Man's sky to become good, and 3 for Cyberpunk, and it took 10 for CS1 to reach the quality it has nowadays, so if they get the custom assets coming this year (basically, they would be out of the beta version they should have released CSII under), a lot of bugfixes and 1 or 2 new game mechanics by next year, I think they'll be on a very good trajectory.
 
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I know but the code mod tag also includes assets which it should not.
That's why I asked them to be separate.

When I am looking for code mods I don't want the list to be bloated and ruined by hundreds of veichles or buildings models, those should have an "asset" tag and be separate.

Code mods tag should show gameplay mods only.
Assets since not supported yet, are actual code mode. Hence why they are listed under that category. Guessing "Assets" and all will come by once the editor releases.
 
Hello City Builders,

We wanted to take a moment to update you on the status of our upcoming releases. We know many of you are excited for new content, and we want to be transparent about where things currently stand.

The two Creator Packs — Modern Architecture and Urban Promenades — have been completed by their creators. While the Economy Patch, Detailers Patch, and Decorations Patch are all part of our commitment to improving the base game, we are well aware that the Asset Editor is one of the most crucial remaining features in fulfilling our promise to make mods fully available in-game. To ensure we don’t split our focus, we’ve made the decision to push the release of the Creator Packs to Q4. This will also affect the upcoming release of Bridges & Ports Expansion that will instead come in Q2 2025. We will continue dedicating our efforts to the base game before shifting focus to paid content. Our goal is to ensure the community is satisfied with the state of the game, and once we’ve achieved that, we’ll be excited to release these amazing packs to you!

/The Cities Team




For those interested, here is an update from Colossal Order and what they are currently dedicating their focus to:
 
Q1, Q2, Q3, Q4. We know what you mean: the tail end of the last month of that quarter, so Bridges & Ports won't be seen earlier than Late June of next year, in addition to whatever new release date you announce next Spring. Before the Years continue to add up with additional delays and your indebtedness to Ultimate Edition customers is lost in a haze, you need to again present a clear breakdown of what you owe them, and continue to make it clear that you are aware of that. For instance, earlier this year you announced a refund for those having purchased the Beach Properties DLC, and stated that since it wasn't possible to refund Ultimate Edition buyers there would be compensation in the form of two additional packs of DLC on top of the Modern Architecture/Urban Promenades and Bridges/Ports. We are aware of all the other ongoing problems and their priorities, but it has been a very long period of silence in respect to Ultimate Edition and it too, needs to be addressed. Thank you, your hard work is still appreciated, but our frustrations with the software cannot be taken lightly.
 
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Hello, I am one of those players that enjoy the Paradox mod system as much as Steam but please allow a code mod only category because at the moment they are mixed up with hundreds of asset mods and it becomes frustrating to look for code mods only.
90% of the mods is categorized as a code, for example almost every radiostation.
also it needs more categories before the asset editor is launched, like trains, subway, roads housing, shopping etc etc
 
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The game is in the state it is and they see how much we are not happy with it. So let's not criticize them for communication.

They've said they're not sorry about the state the game is in and how they marketed it though! The CEO has straight out said since release that:
"It is what it is" isn't an excuse you can use when you told us that the game was good enough for us to spend $90 on what is effectively an unlabeled early access beta that has seen one major, substantive patch (Economy 2.0) in the span of almost a year while relying on modders to fill in the gaps for everything else and at the same time failing to have a process for some of the most important mods to a CS game, assets, to actually be put into the game! Why was an engine chosen that had such apparently massive issues with asset import?
 
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They've said they're not sorry about the state the game is in and how they marketed it though! The CEO has straight out said since release that:
"It is what it is" isn't an excuse you can use when you told us that the game was good enough for us to spend $90 on what is effectively an unlabeled early access beta that has seen one major, substantive patch (Economy 2.0) in the span of almost a year while relying on modders to fill in the gaps for everything else and at the same time failing to have a process for some of the most important mods to a CS game, assets, to actually be put into the game! Why was an engine chosen that had such apparently massive issues with asset import?
Only that this is a forum of players who want to participate in co-creating the game. If you want a refund, you'll probably have to go to court. "It is what it is" means we are not happy about the state of the game but still wanting to get this title to another level if the devs want to cooperate. For me? I would also like a refund of $90 and would not buy UE again. But I bought it blindly and I live with the consequences of my decisions. I do not intend to go to court because it is just a game and it would be very difficult to prove that I actually lost something. The only one game I play, but it still fills my entertainment time, and that is only a small % of my life. I'm here to help make this game better and have some influence on its development. Not many developers communicate with players at all.
 
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Hi, you have to check this to see only Code mode.
For me, on the other hand, there is a lack of more categories that would sort the mods more depending on the functions they introduce (e.g. policies, traffic).

View attachment 1188888

We do not need other categories right now, but as we add asset mods officially, you will see more!
 
If you want a refund, you'll probably have to go to court.
I mean that's just not true. The publisher has the option to issue a refund at any time. Even a partial refund! Creative Assembly literally did just that with Total War Pharaoh last year! I blame CO for the state of the game, but it's PDX's fault for not just marketing that game in a way that was misleading but also not taking accountability for the state of the game by doing the bare minimum like CA did. That's a valid thing to call out.
But I bought it blindly and I live with the consequences of my decisions.
I didn't buy it blindly though. I bought it on the representations of CO and PDX, both on this forum and through their misleading marketing that even Marinna has admitted the game did not live up to. This isn't okay and I'm tired of having to pretend that it is.
 
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Our main goal is to be able to share all creations equally between platforms. While there will have to be limits on consoles (storage, code mods), giving players on all platforms access to PDXMods is the main reason.

There is also the ability to fully control our own platform and customize it to both what the game and the community need/want. This is a HUGE improvement from having to wrangle with the unpliable workshop, which has a non-ideal backend.



In hindsight, we should have been more clear about what this meant. It would involve diverting the attention from developing the Asset Editor and the base game to focus on implementing the Creator Packs. This is where we think the time is better spent focusing on fulfilling the top priorities for the community as a whole.

We do still intend to keep our promise to the Ulitmate Edition owners of providing 3 Creator Packs and 3 Radio Stations on top of the original content promised.
I don’t care, quite honestly, about your intentions. When I paid $90 for an ultimate edition pack, I intended to receive the content I paid for in the timeframe given. You’ve delayed these ultimate edition packs multiple times. We want refunds for the difference of the base game and the ultimate content.
 
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I totally understand people wanting to get a refund.
At this point, the amount of delay is really too long.

I still have hope that the game will get better, but I also suspect that it will take a very long time.

Also, i have to say that I am very disappointed with the way we are treated here. And I don't feel like they were always honest with us.
 
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I appreciate the fact that you (CO) have communicated with us. Unfortunately, the communication - like the game - is extraordinarily light on content and gives little hope that we will see any improvement in the situation in 2024. Yet again, it's 'jam tomorrow' (an English expression about attempting to put a good light on rubbish today). You really need to acquire a more convincing Customer Relations team - and give them a product they can be genuinely proud of!

Very few of the issues identified in the thousands of bug reports have truly been fixed. Economy 2.0 and the Homeless fix haven't worked properly, and the game is still too demanding of even high-end equipment. Cities simply don't run at a sensible speed above 150k, even though most of the economy mechanics have been disabled or modified. Traffic is still a nightmare, and now you're telling us that promised content won't arrive on even the third (or is it fourth?) revised timeline. Modders have rescued the game at least for detailers and city painters, but even they seem to be losing enthusiasm for the game.

The Ultimate Edition customers have been denied what they paid for for about a year now, and it's getting beyond a joke. We have effectively provided the money for a development process which may not be delivered before 18 months after launch. That's not how contracts work. It's now time to refund all the UE customers the difference between UE and the standard game, and give them preferential terms for re-entering once you have delivered what you promised.

I've no doubt you put all the content creators you recently paid to visit Tampere under NDA so they don't say what they really feel about this latest disappointment, but JumboPixel (who I assume wasn't invited) has already started the backlash and it will spread to other independent CCs. This announcement will not go down well.
 
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A casual year and a half of time between the release of the game, and the new release date for the DLC that people paid for with their preorders....
I must admit, at this point I'm not even feeling anything particularly negative, I'm just... impressed.
 
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