Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/citiesskylinesmodding/agents-plugins/cs2-mod-projectnpx skills add CitiesSkylinesModding/agents-plugins --skill cs2-mod-projectgit clone --depth 1 https://github.com/CitiesSkylinesModding/agents-pluginsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-mod-project)<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-mod-project"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-mod-project.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00062 | $0.02533 |
| Opus 5 | $0.00031 | $0.01267 |
| Sonnet 5 | $0.00012 | $0.00507 |
| Haiku 4.5 | $0.00006 | $0.00253 |
Grade A, and why
cs2-mod-project scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 134 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Building and shipping a Cities: Skylines II mod
Verified against game version 1.6.0f1.
Paths and commands throughout are Windows.
A VOLATILE: or UNVERIFIED: marker in this skill's references follows the plugin-wide policy the cs2-modding trunk skill states: a label naming what moves or what went unconfirmed, with unmarked prose holding as architecture.
IMPORTANT: follow this skill's sections and references on anything they own — or at the very least grep them before writing a familiar csproj or build shape, because the toolchain inverts several standard .NET idioms and the familiar one builds cleanly, then fails inside the game.
The official toolchain creates mod projects, builds them, installs them locally and publishes them. Drive it rather than reproducing it: a hand-written project drifts from the shared build the first time the toolchain moves, and the build does work no csproj can carry on its own.
Installing the toolchain
In the game: Options → Modding. The same page repairs a broken installation, updates an outdated one, and rewrites the environment variables the build reads.
It pulls in everything a mod build needs, so nothing here is installed by hand: a Unity editor, a Unity project carrying the Entities and Burst packages, the .NET SDK, Node.js, both project templates, and integration for Visual Studio, VS Code or Rider.
Read the versions it pinned from the CSII_* environment variables rather than from a number written down.
Creating a project
The C# half
dotnet new csiimod -n MyMod
The IDE's "Cities Skylines II mod" template and the toolchain's own project generator both end at that same template, so any of the three is the same project.
dotnet new csiimod --help lists its options: IncludeSetting adds a settings class registered in the options screen, IncludeKeyBindings adds rebindable actions to it, and ShortDescription and LongDescription seed the publish configuration.
What lands in the folder:
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 134 lines · 62 tokens per session scan A 2aeb37af0846
cs2-mod-project is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 4d ago), licensed MIT. It adds 62 tokens to every session and 2,533 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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