I have no doubt that Paradox will allow mods and even support modding to some extent. I however am curious what compilation method is being used for CSL2. For those that do not know, Unity has two compilation/packaging methods: "Mono" and "IL2CPP". Historically unity games have used Mono which compiles the game source into an "intermediary language" readable by a special program that then executes a given bit of code. This meant you could rely on the Mono engine to be built for each type of computer and only have to compile a single version of the game for all machines. Newer versions of Unity have introduced IL2CPP which allows the game developers to compile their code directly to machine readable code. This is a huge optimization in terms of running the code itself. The downside is that you would have to package the game for each different processor "instruction set" (the machine code that a computer knows how to read). This is fine though because you kind of had to do that anyways if you are making console releases, and with Mac having their own processors and wanting gaming on their OS, it is just another case where it would need a different version anyways.
The problem then? In terms of modding, Mono is very easy to mod and IL2CPP is not. Modders can almost infinitely change the code that would be executed before it does get executed (that's why you should be careful in what mods you use). This enables all kinds of beneficial changes or fixes to games as wanted or needed. On the Mono platform, modders can directly inject new code into the middle of a function that the developers had written in order to make changes. As a programming nerd, that is just really cool. IL2CPP however is machine code. It can not be modified (easily) before execution. Outside of hardmodding at least, many mods may not even be possible.
So I am just kind of curious what we could expect from the moddability of the game on release.
The problem then? In terms of modding, Mono is very easy to mod and IL2CPP is not. Modders can almost infinitely change the code that would be executed before it does get executed (that's why you should be careful in what mods you use). This enables all kinds of beneficial changes or fixes to games as wanted or needed. On the Mono platform, modders can directly inject new code into the middle of a function that the developers had written in order to make changes. As a programming nerd, that is just really cool. IL2CPP however is machine code. It can not be modified (easily) before execution. Outside of hardmodding at least, many mods may not even be possible.
So I am just kind of curious what we could expect from the moddability of the game on release.
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