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 skills add mayor-modder/Cities2-MCP --skill cities2-mod-releasegit clone --depth 1 https://github.com/mayor-modder/Cities2-MCPWrote 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/mayor-modder/cities2-mcp/cities2-mod-release)<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>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 5.1 | $0.00035 | $0.00799 |
| Opus 5 | $0.00017 | $0.00400 |
| Sonnet 5 | $0.00007 | $0.00160 |
| Haiku 4.5 | $0.00003 | $0.00080 |
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.
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.logand 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.
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.
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.
- 8d ago First seen · 59 lines · 35 tokens per session scan A 81dbfb6145b5
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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Use when cutting a modpack release. Creates /docs/release-changelog.md if absent; appends a new version section with grouped changes. Triggers - 'cut a release', 'release notes', 'changelog', 'v1.2.3 changes', 'what changed since last version'.
git-wrapup
Land working-tree changes as logical commits — the work grouped by concern, topped by a release commit (version bump, changelog, regenerated artifacts) and an annotated tag. Verify, commit, tag. Stops at "committed and tagged locally" — no push, no publish. The release-and-publish skill picks up from here. Distilled…
release-and-publish
Ship a release end-to-end across every registry the project targets (npm, MCP Registry, GitHub Releases for .mcpb bundles, GHCR). Runs the final verification gate, pushes commits and tags, then publishes to each applicable destination. Assumes git wrapup (version bumps, changelog, commit, annotated tag) is already…
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Automate Godot MCP Native plugin and CLI release. Bumps versions, runs tests, builds packages, creates GitHub Release draft.
polish-docs-meta
Finalize documentation and project metadata for a ship-ready release. Use after implementation is complete, tests pass, and devcheck is clean. Safe to run at any stage — each step checks current state and only acts on what still needs work.