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Just look at a random mod page right now. How freaking slim it is: Barebones.


This is just an example mod on the existing mod platform. I'm shocked to see how little information you can actually see about the mod.
 
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Just look at a random mod page right now. How freaking slim it is: Barebones.


This is just an example mod on the existing mod platform. I'm shocked to see how little information you can actually see about the mod.
Look at their recent FAQ

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 it's 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!
 
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If people Think Refund changes Anything , They are sadly mistaken. Refund all you like, The game Nor does the Company Need People whose so Fixated in Steam Workshop and not want to Try the New changes. At least Give them chance and have some faith .

Our Top Modders are Testing and involved in the Beta Phrase.
I can say there will be More Buyers Than those Refunding,

If you are worry about performance there will be Lots of vid out soon about it. And If I were you, Take performance with grain of salt, Everyones hardware is different.
 
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I only lurk on these forums, but this warrants a reply.

I won't be buying CS2 if it doesn't have steam workshop support.
The late timing of this announcement is also insidious, considering they say:
"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 it's release."
Which means they knew this information for years...
Disgraceful.
 
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After reading some comments and the announcement again I changed my mind.
1. Steam Workshop is free.
2. Steam Workshop has a large user base and this benefited CS1 greatly.
3. A new paradox platform will have 0 user base to start with.
4. A new paradox modding platform will benefit the console users.
So the clear solution is to add a new platform while keeping the Steam Workshop.
Correct me if I'm wrong, the announcement did not explicitly say anything about free.
 
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[parts againt Forum rules moderated out]

I have a few questions:

1. In the future, when Paradox Mods is no longer supportable by Paradox's bottom line, will it be closed down and everyone lose access to mods? There are so many examples of where a game was tied to a publisher service which was then closed down when it was no longer profitable, thus destroying the community instantly.

2. What is to stop Paradox from blocking/removing mods that don't suit them? For instance, mods that conflict with DLC? Mods from players who suddenly aren't looked on favourably by Paradox?

3. Some people take long periods off from a game, which can span more than a year. In the Paradox EULA it states that any account not accessed for more than 365 days can be deleted on the whim of Paradox. If a modder uploads some mods, then takes a break from the game for a year or more and their account is deleted by Paradox, then what happens to their mods?

3a. Further to 3, if the modder then comes back after the break, are they able to gain access back to their mods?

4. All other Paradox games on Paradox Mods ALSO supports steam workshop. Why could you not provide the best solution and support both mod platforms for CS2? It's obviously not a problem since every other Paradox games supports both platforms, so why suddenly will you not for CS2? (Note: console support is NOT the answer here, it's a crock. Consoles only allow asset mods anyways, all other mods (the majority) are not allowed on consoles).

5. If a mod community springs up in another location, say Nexis, or Simtropolis, or other, are mods still able to be manually installed from other platforms, or will that be locked off as well?

6. In the future, if (when) Paradox decides to monetise Paradox Mods and start charging for mods (through direct download or subscription), will modders be able to opt-out and maintain free mods, or will you force it on them?

6a. Further to 6, if (when) mods are monetised, will you then open up support for steam workshop or other mod platforms so a free mod community can still exist?

Thanks in advance for your answers.
 
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wow Paradox you over complicate statements:
(This below is to help Console players more than PC players!)

Lets start with the basics,
To make it simple just call modded assets "A Custom Asset".
Coded Modding is "a Mod".

Asset = building, road, bench, fence, flower, tree and anything that can be placed in the Game.
Mod = something that changes how things work/added into the game (Move it, TMPE, Node Controller, Road Anarchy and so on)

The base game contains a lot of Assets, and uses your RAM to store it while you play the game.
Downloading Custom Assets from the Workshop adds to the use of RAM required and can put a huge strain on your system.
And this is why console players are limited to such a small amount of custom Assets.

DLC will add to your RAM use.

Some custom Assets may require a mod for it to work correctly as intended by the creator!
-----

CS1 PC v Console:
PC players: can use any platform to download any mods and assets at their own risk.
Console Players: are limited to a very small group of assets chosen by CO/your platform (xbox, PS and so on)

CS2 PC V Console:
(This part is my take on details CO/Paradox have stated so far)

PC players: will need to DL "Custom Assets and Mods" from Paradox and use at their own risk (or will it?)

Console players: Will be now able to DL "Custom assets" (not mods!) and will be limited to the console system you play on. The limit will depend on how much RAM you system can spare and YOU the player will need to monitor this!
-----

My Opinion:
I was once a console player of CS1 and I was damm good at it too, but I wanted the custom Mods to make it into the better game for Me.

Lets be honest here, Console Players ARE NOT GETTING MODS, and is why the new road tools and other features in CS2 have been developed to help Console players have a better experience and that is a good thing, But don't try and fool anyone as it will come back to bite you CO/Paradox!

As for PC players, Using Paradox might be a good thing, all Mods and Assets maybe screened and tested before being release to the public to use.
Having a system where Mods and Assets are controlled to keep them from breaking the game when updates are released can only be a good thing right? But right now the details of anything important have not been stated. I like what I see so far, but I will reserve further opinions till ALL THE FACTS are released.

Thx for reading and I hope it helps some players :0)
 
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I wrote steam support to cancel my preorder i did months ago. This benaviour is so frustrating. So many streams about a well running game and now you admit its a beta? I will never again pay for early access and this doesn't feel better. CS1 has so many bugs you never fixed. What will this be in the end? I can wait a year longer and by this probably for the first two or three DLC. And I am really not happy if i am understand it correctly that you skip the steam workshop. I am really disappointed by all this so shortly before the release.
 
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The lack of support for Steam Workshop concerns me enough that I won't buy this on release. I might pick it up later if the Paradox mod platform seems ok (and Paradox don't try to monetise it). I might not. I might wait for it to be on sale (but definitely won't if Paradox do try to monetise their mod platform).
 
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Look at their recent FAQ

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 it's 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!
Lol, totally unacceptable, I want my sh*tty ui steam workshop because CO for sure will not be able to program automatically Downloads, so complex hur dur
 
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Lol, totally unacceptable, I want my sh*tty ui steam workshop because CO for sure will not be able to program automatically Downloads, so complex hur dur
it litteraly says auto-download or updates when you start the game .

If you dont like the change, then Refund or don't play. Simple as that. They aren't going to change it back to steam workshop.

You dont even understand the behind the scene in steam workshop, How Mods are tested to see if it is updated or broken . cham and others have to work twice as hard every Update to the game.
some Users need to Unsub and Resub, There is long verfication processes, lots of Broken Mods . Sorting, Search are diffcult, Collections are all over the places.

It may work for you. But We (at discord server) have many people asking where to look to get Assets or certain things cause they can't find them.
You could say Skill issue but the user isnt wrong in saying , workshop is disorganized.
 
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The lack of support for Steam Workshop concerns me enough that I won't buy this on release. I might pick it up later if the Paradox mod platform seems ok (and Paradox don't try to monetise it). I might not. I might wait for it to be on sale (but definitely won't if Paradox do try to monetise their mod platform).
Fair enough, then you will just start playing later.
it litteraly says auto-download or updates when you start the game .

If you dont like the change, then Refund or don't play. Simple as that. They aren't going to change it back to steam workshop.

You dont even understand the behind the scene in steam workshop, How Mods are tested to see if it is updated or broken . cham and others have to work twice as hard every Update to the game.
some Users need to Unsub and Resub, There is long verfication processes, lots of Broken Mods . Sorting, Search are diffcult, Collections are all over the places.

It may work for you. But We (at discord server) have many people asking where to look to get Assets or certain things cause they can't find them.
You could say Skill issue but the user isnt wrong in saying , workshop is disorganized.
There is one thing you don't understand (no offense): My post was sarcastic. There is nothing I care less than workshop ui. And I fully agree, that there is a loooooot if room for improvement in steam workshop, while at the same time not too much effort to program somethin better.

It is a really stupid assumption to think that CO will not be able to program as simple sharing platform (They did not in the past as nobody cared about Paradox Mods due to everybody already being on Steam ws).
 
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Hello guys

One of the main annoying thing to me was “cleaning” subscribed mods when a new version or an expansion was introduced. You overcome the loading issue by delivering the compatibility check embedded in last versions of CS1. Still we need to check periodically the new mod updates to see when is it possible to enable them back again.

I was wondering if the new mod management and platform will mitigate this kind of problem as soon as you’ll publish a new content or expansion.

Thanks
Nico
 
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For those with big concerns regarding the Paradox Mods platform, you might want to read the new FAQ from yesterday evening:

Paradox confirmed that e.g. there will be auto updates, so no need to be concerned about that any more.

I'm also pretty sceptical about the step to drop the Steam Workshop and force Mods onto the Paradox Mods, but let's make sure we are concerned about facts and are not concerned and distracted by assumptions and speculations.
 
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