View attachment 1032003
Will Paradox Mods look different on Cities: Skylines II than on Cities: Skylines (1) or other games that already are on the platform?
We've been planning and working on the Paradox Mods platform for Cities: Skylines II from the very beginning of the development of the game and will continue after its release.
The version made for Cities: Skylines 1 was made so that a few hand-selected assets could be used on XBOX, and the idea for Cities: Skylines II is much grander. We want to make the creation, uploading, sharing, and downloading experience as smooth as possible for a community that enjoys modding as much as you do. We will have full freedom to make any changes, improve any feature, and take any suggestions and make them into reality, so when you get your hands on the platform, we will be listening eagerly to all your voices!
How will the Paradox Mods as a platform perform on its release?
As always, performance (download speed) all depends on how many mods the player is running and their size.
If a user has a significant amount of mods and a large portion has received updates when the game is started, it might take some time for those to download.
We are working on optimizing this process to allow for, e.g., differential updates (basically meaning that only the new/updated part of the mod will actually be downloaded) and also being able to sync more than one mod at a time (aka parallelized sync).
Will you have to log into Paradox Mods separately from Steam or Microsoft Store?
As long as you have connected your platform (Steam, XBOX, PSN) account with your Paradox account, there is no need to log in separately to Paradox Mods.
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.
How will Paradox Mods handle creations with updates? Do they download as soon as Steam is opened?
When any mod that you're subscribed to has an update, it will start downloading and updating automatically once the game is started.
Will you be able to publish copyrighted buildings or copyrighted brands?
You are able to publish anything that you create, but if we receive a cease-and-desist, it will be removed. It is the same process as on Steam Workshop.
Will you be able to vote, give thumbs up, give stars to creations you like, and what consequences will that have?
You will be able to rate mods with stars from 1-5. This will impact "best" and "highest rating" sort orders.
Will there be any way to link two creations together if one needs the other, like Harmony Mod in Cities: Skylines 1?
Yes. Additionally, if dependencies exist, players will be asked if they wish to add the dependencies as subscriptions as well.
Is there any way to share comments on the page of a creation?
There will be a possibility to display links to common social channels such as Discord, X, YouTube - and Paradox Forum - for each mod. Eventually, a Paradox Forum thread can be displayed directly with the mod if the creator chooses to.
Who is handling the moderation of the Paradox Mods assets?
The moderation of Paradox Mods will be handled by Paradox, and all reports that are submitted will go through us. (This is also the case for Steam Workshop, so there is no change in the process).
How big will the game be when I download it?
The game will be about 50GB at release.
Will we be able to Pre-Load it before release?
Yes! You can Pre-Load it 24hrs before release!
_______________________________________________________________________________________________________________________________________________________________________________
EDIT 18/10 9:50 CEST: Added a firmer tone to the statement about "Paid Mods." We will never have any paid mods on Paradox Mods.
EDIT 23/10 17:40 CEST: Changed Pre-Load FAQ to state that we do now indeed have a Pre-Load
HelloView attachment 1032003
Will Paradox Mods look different on Cities: Skylines II than on Cities: Skylines (1) or other games that already are on the platform?
We've been planning and working on the Paradox Mods platform for Cities: Skylines II from the very beginning of the development of the game and will continue after its release.
The version made for Cities: Skylines 1 was made so that a few hand-selected assets could be used on XBOX, and the idea for Cities: Skylines II is much grander. We want to make the creation, uploading, sharing, and downloading experience as smooth as possible for a community that enjoys modding as much as you do. We will have full freedom to make any changes, improve any feature, and take any suggestions and make them into reality, so when you get your hands on the platform, we will be listening eagerly to all your voices!
How will the Paradox Mods as a platform perform on its release?
As always, performance (download speed) all depends on how many mods the player is running and their size.
If a user has a significant amount of mods and a large portion has received updates when the game is started, it might take some time for those to download.
We are working on optimizing this process to allow for, e.g., differential updates (basically meaning that only the new/updated part of the mod will actually be downloaded) and also being able to sync more than one mod at a time (aka parallelized sync).
Will you have to log into Paradox Mods separately from Steam or Microsoft Store?
As long as you have connected your platform (Steam, XBOX, PSN) account with your Paradox account, there is no need to log in separately to Paradox Mods.
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.
How will Paradox Mods handle creations with updates? Do they download as soon as Steam is opened?
When any mod that you're subscribed to has an update, it will start downloading and updating automatically once the game is started.
Will you be able to publish copyrighted buildings or copyrighted brands?
You are able to publish anything that you create, but if we receive a cease-and-desist, it will be removed. It is the same process as on Steam Workshop.
Will you be able to vote, give thumbs up, give stars to creations you like, and what consequences will that have?
You will be able to rate mods with stars from 1-5. This will impact "best" and "highest rating" sort orders.
Will there be any way to link two creations together if one needs the other, like Harmony Mod in Cities: Skylines 1?
Yes. Additionally, if dependencies exist, players will be asked if they wish to add the dependencies as subscriptions as well.
Is there any way to share comments on the page of a creation?
There will be a possibility to display links to common social channels such as Discord, X, YouTube - and Paradox Forum - for each mod. Eventually, a Paradox Forum thread can be displayed directly with the mod if the creator chooses to.
Who is handling the moderation of the Paradox Mods assets?
The moderation of Paradox Mods will be handled by Paradox, and all reports that are submitted will go through us. (This is also the case for Steam Workshop, so there is no change in the process).
How big will the game be when I download it?
The game will be about 50GB at release.
Will we be able to Pre-Load it before release?
Yes! You can Pre-Load it 24hrs before release!
_______________________________________________________________________________________________________________________________________________________________________________
EDIT 18/10 9:50 CEST: Added a firmer tone to the statement about "Paid Mods." We will never have any paid mods on Paradox Mods.
EDIT 23/10 17:40 CEST: Changed Pre-Load FAQ to state that we do now indeed have a Pre-Load
But when hit Tab button on its own nothing happens but when with other Buttons works.I have been using developerMode since day one and I didn't found a "move it", care to explain?
We can move / plop buildings and move with the relocation option + turning off snapping, but that's on the base game.
I don't know if I'm in the right place
. I've been playing the game for a few days now. And I have to say without mods it's boring and unplayable. For the first game I just went to the Stream Workshop and downloaded it. But neither Google nor YouTube nor anywhere else can I find information on how to get the mods in the game or anything else and when I go to your official site, all kinds of games from you appear, just not CITIES SKYLINES 2
Their are some out their but no here yet.Mods aren't available yet for the game - and when they are, they won't be on Steam Workshop, but on Paradox Mods.
If anyone is interested, there are some CO news about this. At least they will look into it.Will the service work with Nvidia Geforce Now?
COD is already hero-system tooI was initially open to the change but it's becoming harder to support it with the poor game launch and nearly a month wait for a feature that should have been at launch. A paradox game releasing without modding is like releasing a call of duty without create a class. Sure it's technically the game but not really...
you have to set up each traffic light to do the split fasing. It wont do it by itself.So... two weeks in. About to try some blackmarket mod for cs2 that offers better stoplight phases.. not doing it yet..because you know.. want to give you a chance. Steam would have offered a mod by now, not calling you incompetent yet, but this is probably how we are going to be like to each other from now on, now you think you've secured the goodies and think you can run away with the moddinghoneypot to the chipsbox and potato5 community. Giving you another two weeks before abandoning this fake front supposed to look like a community forum all together.
This one?Any mods yet? I heard about one that changes the demand so you can get more population but I can't find it anywhere
Steam Deck's security model supports code modding, idk if CO will offer code modding on Steam Deck though.Firstly, only assets will be available on console - they can't have code mods.