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That is some good insight from one of the bigger - if not the biggest - C:S modders out there at the moment. Actually makes me less worried - I'm still in "wait and see" mode, but more optmistic.
I mean, it reads like a "we know nothing and hopefully it won't be too awful but if it is we should still pretend it's kinda okay for nebulous 'competition' reasons". ^^;
 
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Geez, when will you all quit whining about the mod platform? It's just a platform. It has no influence in the quality of the mod you make. And this way console players will have access to all quality assets, instead of only the ones published on Paradox.
Spoken like someone who has never used mods
 
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NEED "Move It!" for CS2. Why isn't it part of the base game? The most used mods in CS1 and the developers can't put it in the second part?
For me worse (now as my city is huge and traffic is terrible, despite building it as efficient as I believe it is possible), I am more desperate for a TMPE Mod.
I can only change the lanes due to removing the ability to go in a specific direction.
Which is not helpful if you have 8 lanes but only 1 left and 2 right turning lanes out of 8 (regardless if it is an intersection or a roundabout). This requires an ugly workaround and makes it as terrible as CS1 vanilla.
 
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I can't see any explicit statement that installing mods locally is impossible. Do you have a source for that?
Counter question:

Do you have any source for mods that I can install locally?

I don't care the platform or if I have to install them manually. So my question is serious.

If anybody has mods that can be installed locally, kindly share the link. I haven't found anything yet.
 
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
is there will be asset editor like CS1? hehehehe I loved asset editor
 
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
When will the mod-part be available? Sadly, as is, the game is close to un-playable, because of a serious shortcomings, both in the assets available, AND in the AI of the game, that needs some serious overhaul by someone who really understand AI's, like the people behind Traffic Manager, which is sorely missed in CSII.
 
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Why is there no Arabic language? There are many players from Arab countries who are interested in it and followers. Why do not you add the Arabic language? We hope that you add the Arabic language so that I can buy the game and enjoy it.
 
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What the hell. If you left mods on Steam, they'd be available by now. Get this started so we can mod the game. There are lots of things that need fixing, that only mods are going to bring in, so get this modding website up and running, or let steam handle it.
 
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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
When will the mod platform be available. im trying to remain optimistic about the new platform but its hard when there has been no word about it since the games release.
 
Already found in developer mode, count as it is ready and exists in game's env.

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.