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-moddingnpx skills add CitiesSkylinesModding/agents-plugins --skill cs2-moddinggit 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-modding)<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-modding.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 | $0.00077 | $0.03753 |
| Opus 5 | $0.00039 | $0.01877 |
| Sonnet 5 | $0.00015 | $0.00751 |
| Haiku 4.5 | $0.00008 | $0.00375 |
Grade A, and why
cs2-modding 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 3d 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Modding Cities: Skylines II
A mod is a .NET assembly the game loads by scanning it for a type implementing Game.Modding.IMod.
What it does afterwards is add systems of its own, edit the game's data, or — rarely — rewrite a vanilla method at runtime.
The simulation is Unity ECS: city state lives in components on entities, and systems running in fixed update phases are what change it. Most of what the player sees as content is a prefab — a data-driven object the game derives entities from — so changing what the game does is often changing data rather than code. A change therefore starts as two questions: which components carry the state, and which system writes them.
Verified against game version 1.6.0f1. Every reference below states its own baseline.
Five facts to hold before writing a line
IMPORTANT: follow this skill's references on anything they own — or at the very least grep them before acting on a familiar shape, because this game diverges from the standard shapes exactly where a prior feels safest, and the guess tends to compile, run and fail silently.
Mods load late, through a two-method contract.
Game.Modding.IMod declares OnLoad(UpdateSystem) and OnDispose() and nothing else, and detection requires the interface directly on a top-level class.
OnLoad runs once per mod per process, after the world exists and every vanilla system is registered — on the boot path before prefabs load and before anything has ticked, though enabled mid-session it lands past all of that — so a mod can only append, and injecting ahead of the game is unavailable by construction.
The mod object is allocated without running any constructor, so its instance field initialisers never run — static fields are unaffected — while a mod's systems are created normally and do get theirs.
A throw during load — OnLoad, or any system's OnCreate — kills the whole mod quietly, with Modding.log as the only record; a throw from a later hook or from OnUpdate pops the game's error dialog instead, and only some hooks disable the throwing system.
Mod lifecycle, loading and system ordering carries the contract; diagnostics the diagnosis order.
What ships with it
60 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.
- references/mechanics/citizens-and-households/citizens-and-households.md 19 KB
- references/mechanics/citizens-and-households/crime-pipeline.md 4.6 KB
- references/mechanics/citizens-and-households/education-pipeline.md 7.6 KB
- references/mechanics/citizens-and-households/employment-and-wages.md 7.1 KB
- references/mechanics/citizens-and-households/happiness.md 7.6 KB
- references/mechanics/citizens-and-households/lifecycle.md 8.6 KB
- references/mechanics/citizens-and-households/travel-and-trips.md 6.6 KB
- references/mechanics/city-services-and-coverage/budget-workforce-and-upkeep.md 11 KB
- references/mechanics/city-services-and-coverage/city-services-and-coverage.md 26 KB
- references/mechanics/city-services-and-coverage/coverage.md 11 KB
- references/mechanics/city-services-and-coverage/dispatch.md 9.9 KB
- references/mechanics/city-services-and-coverage/fees.md 7.3 KB
- references/mechanics/city-services-and-coverage/parks-leisure-and-telecom.md 8.8 KB
- references/mechanics/city-state-and-progression/city-state-and-progression.md 20 KB
- references/mechanics/city-state-and-progression/map-tiles.md 7.2 KB
- references/mechanics/city-state-and-progression/notifications.md 7.8 KB
- references/mechanics/city-state-and-progression/policies.md 6.3 KB
- references/mechanics/city-state-and-progression/progression.md 7.2 KB
- references/mechanics/city-state-and-progression/statistics.md 6.1 KB
- references/mechanics/city-state-and-progression/unlocking.md 7.8 KB
- references/mechanics/economy-and-companies/economy-and-companies.md 23 KB
- references/mechanics/economy-and-companies/extraction-and-depletion.md 6.9 KB
- references/mechanics/economy-and-companies/production-and-profit.md 19 KB
- references/mechanics/economy-and-companies/production-graph.md 9.3 KB
- references/mechanics/economy-and-companies/taxes-and-budget.md 12 KB
- references/mechanics/economy-and-companies/tourism-and-lodging.md 6.2 KB
- references/mechanics/economy-and-companies/trade-and-restocking.md 9.9 KB
- references/mechanics/environment-and-pollution/cell-maps.md 6.6 KB
- references/mechanics/environment-and-pollution/climate-and-weather.md 11 KB
- references/mechanics/environment-and-pollution/disasters.md 8.7 KB
- references/mechanics/environment-and-pollution/emission.md 8.1 KB
- references/mechanics/environment-and-pollution/environment-and-pollution.md 18 KB
- references/mechanics/environment-and-pollution/map-dynamics.md 5.0 KB
- references/mechanics/environment-and-pollution/natural-resources.md 6.0 KB
- references/mechanics/environment-and-pollution/water-and-groundwater.md 6.9 KB
- references/mechanics/roads-and-traffic/accidents.md 3.6 KB
- references/mechanics/roads-and-traffic/congestion-and-blockage.md 7.5 KB
- references/mechanics/roads-and-traffic/intercity-traffic.md 3.6 KB
- references/mechanics/roads-and-traffic/junctions.md 5.8 KB
- references/mechanics/roads-and-traffic/network-rebuild.md 5.6 KB
- references/mechanics/roads-and-traffic/parking.md 6.2 KB
- references/mechanics/roads-and-traffic/pathfind-queue.md 7.2 KB
- references/mechanics/roads-and-traffic/roads-and-traffic.md 15 KB
- references/mechanics/roads-and-traffic/route-selection.md 9.2 KB
- references/mechanics/roads-and-traffic/travel-weights.md 5.8 KB
- references/mechanics/simulation-time-and-units/cadence.md 6.1 KB
- references/mechanics/simulation-time-and-units/calendar.md 7.7 KB
- references/mechanics/simulation-time-and-units/clock-and-speed.md 7.9 KB
- references/mechanics/simulation-time-and-units/day-night-and-seasons.md 6.6 KB
- references/mechanics/simulation-time-and-units/simulation-time-and-units.md 17 KB
- references/mechanics/simulation-time-and-units/units.md 7.0 KB
- references/mechanics/transportation-and-vehicles/depots-and-dispatch.md 12 KB
- references/mechanics/transportation-and-vehicles/lines-and-fleet.md 10 KB
- references/mechanics/transportation-and-vehicles/outside-connections.md 7.1 KB
- references/mechanics/transportation-and-vehicles/stops-and-boarding.md 11 KB
- references/mechanics/transportation-and-vehicles/transit-routing.md 9.6 KB
- references/mechanics/transportation-and-vehicles/transportation-and-vehicles.md 18 KB
- references/mechanics/transportation-and-vehicles/vehicles.md 11 KB
- references/mechanics/utilities-and-flow-networks/consumption-and-dispatch.md 9.2 KB
- references/mechanics/utilities-and-flow-networks/flow-graph.md 10 KB
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.
- 3d ago First seen · 142 lines · 77 tokens per session scan A d7edece1ab75
cs2-modding is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 3d ago), licensed MIT. It adds 77 tokens to every session and 3,753 once invoked, about $0.0004 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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