cities2-mod-release

cities2-mod-release is a skill for Codex from mayor-modder/Cities2-MCP. It costs 35 tokens per session (799 once invoked), scanned A, original, MIT.

A release checklist and workflow for Cities: Skylines II mods, which are player-made game extensions. It covers preparing packages for Paradox Mods or another public distribution channel.

In plain words
What is it for?
It helps check packaging, gather release evidence, playtest the packaged mod, and prepare it for upload or distribution.
Why use it?
It prevents a successful build from being mistaken for a release-ready mod, especially when the packaged version has not been tested in the game.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit It helps check packaging, gather release evidence, playtest the packaged mod, and prepare it for upload or distribution.

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Install with agentmods
npx agentmods add skills/mayor-modder/cities2-mcp/cities2-mod-release
Install

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.

Any agent
npx skills add mayor-modder/Cities2-MCP --skill cities2-mod-release
Clone the repo
git clone --depth 1 https://github.com/mayor-modder/Cities2-MCP

Made for: Codex.

Wrote 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.

agentmods badge for cities2-mod-release

README.md
[![agentmods](https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-mod-release.svg)](https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-mod-release)
Your own site
<a href="https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-mod-release"><img src="https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-mod-release.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 799 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00035 $0.00799
Opus 5 $0.00017 $0.00400
Sonnet 5 $0.00007 $0.00160
Haiku 4.5 $0.00003 $0.00080

Measured 8d ago against content hash 81dbfb6145b5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

cities2-mod-release 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 8d 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.

plugins/cities2-mcp/skills/cities2-mod-release/SKILL.md · 59 lines

How it starts

The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cities2 Mod Release

Use this skill before packaging, uploading, publishing, distributing, or otherwise releasing a CS2 mod. The goal is to prevent ordinary release mistakes before they reach players.

Source Evidence

Use MCP server wiki/reference lookup for CS2-specific packaging, toolchain, and modding claims before treating them as release requirements. Use project files, build output, package contents, logs, screenshots, and user playtesting notes as release evidence.

Distribution Gate

A successful build is not enough for distribution. Before public release, require local playtesting of the packaged mod in game, or an explicit user override that the release is not gameplay-verified.

An override is valid only if, after you restate that the mod has not been locally playtested, the user explicitly confirms they understand that risk and still want an unverified package. A casual request such as "release it now" or "it is tiny" is not enough. Without local playtesting or that explicit override, do not create a distribution package, final upload text, or any handoff that calls the mod ready for public upload.

If the user chooses the override, label the release notes or handoff as not gameplay-verified and list the missing checks. Do not imply Paradox Mods readiness from compile/package success alone.

For save-affecting mods, pause before release if testing used only a live save. Prefer backed-up saves, copied-save workflows, offline reproduction, and supported APIs.

Release Sources

  • Inspect the packaged files, manifest, build output, README, changelog, license, attribution, thumbnail, and install notes.
  • Use MCP server wiki/reference lookup for CS2-specific package, toolchain, UI, localization, and asset claims.
  • Treat user playtesting reports as release evidence only when they describe the packaged build and the game behavior they exercised.

Release Readiness Checklist

  • Build and package from a clean tree or known commit.
  • Confirm the packaged archive installs in the expected CS2 mod location.
  • Before install, close Cities: Skylines II before replacing the packaged build; the game must be closed before local mod files are replaced.
  • Run local playtesting with the packaged build, not only the development build.
  • Inspect Modding.log and game logs after launch and after exercising the main feature.
  • Check manifest metadata, mod name, version, dependencies, supported game version, description, thumbnail, and tags.
  • Confirm the thumbnail is present, appropriate, and referenced correctly.
  • Exclude temporary files, source-only artifacts, local paths, secrets, generated cache files, and unrelated assets.
  • Include clear install/use notes, known limitations, changelog, license, attribution, and support/contact path.
  • Mark any missing check as a release risk instead of silently passing it.

Read the full file on GitHub · 59 lines

Files

What ships with it

1 file 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.

Changes

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.

  1. 8d ago First seen · 59 lines · 35 tokens per session scan A 81dbfb6145b5

Subscribe to this mod's changes

cities2-mod-release is a skill published in the GitHub repository mayor-modder/Cities2-MCP (9 stars, last pushed 16d ago), licensed MIT. It adds 35 tokens to every session and 799 once invoked, about $0.0002 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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