cities2-modding

cities2-modding is a skill for Codex from mayor-modder/Cities2-MCP. It costs 43 tokens per session (2,744 once invoked), scanned A, original, MIT.

A guide and workflow for modifying Cities: Skylines II, a city-building game, including C# code, user interfaces, localization, builds, packaging, and playtesting handoff.

In plain words
What is it for?
It is for creating, analyzing, building, packaging, installing, and testing Cities: Skylines II mods.
Why use it?
It brings the game's modding documentation and project actions into a defined workflow, helping keep research separate from changes and builds.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Claude Code; mentions Codex.

Good fit It is for creating, analyzing, building, packaging, installing, and testing Cities: Skylines II mods.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mayor-modder/cities2-mcp/cities2-modding
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-modding
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-modding

README.md
[![agentmods](https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-modding.svg)](https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-modding)
Your own site
<a href="https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-modding"><img src="https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-modding.svg" alt="Measured on agentmods" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,744 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 $0.00043 $0.02744
Opus 5 $0.00022 $0.01372
Sonnet 5 $0.00009 $0.00549
Haiku 4.5 $0.00004 $0.00274

Measured 7d ago against content hash c2b4635b847c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

cities2-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 7d 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-modding/SKILL.md · 168 lines

How it starts

The opening of the file, as written. The whole thing — 168 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cities2 Modding

Use this skill for Cities: Skylines II modding and local mod-project work through Cities2-MCP. Keep documentation retrieval separate from write/build actions.

Trigger this skill for asset/mod workflows, toolchain questions, project analysis, file edits, scaffolding, build/package/install work, or local playtesting handoffs, even when the user does not mention this plugin.

Source and tool roles

  • Use bundled retrieval for concepts, APIs, toolchain setup, project structure, localization, UI mods, and reference lookup. Results with dataset: cities2-docs are wiki evidence; results with dataset: cities2-research are curated research evidence.
  • Research reports provide historical design rationale and internal architecture context. Inspect and cite each report's published_at date. A research report does not establish a current public modding API unless current documentation or installed-assembly evidence confirms it.
  • Use project workflow tools only for explicit local actions inside configured workspaces.
  • Do not use the game encyclopedia as the primary source for modding APIs; it is gameplay-facing. It can still help explain in-game concepts a mod interacts with.

Specialized Skill Routing

Use this skill as the general entry point, then load the focused skill when the task calls for it:

  • Use cities2-mod-review for review, audit, quality, readiness, maintainability, safety, user-value, or "what should I improve?" requests.
  • Use cities2-mod-debugging for build failures, package failures, runtime errors, game logs, UI debugger issues, or in-game mod behavior that does not work.
  • Use cities2-mod-release for public package, publish, upload, distribute, release, Paradox Mods preparation, or public sharing requests.

When a general modding answer includes these follow-up areas, make the route explicit in the user-visible handoff: name cities2-mod-release for release readiness or public distribution follow-up, and name cities2-mod-debugging for runtime, log, UI debugger, or in-game failure follow-up. Do this even when you also provide immediate next steps. In the final answer, say which focused workflow should handle each follow-up, for example: "Use cities2-mod-release for release readiness after local playtesting" and "Use cities2-mod-debugging if the in-game UI does not appear."

Read the full file on GitHub · 168 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. 7d ago First seen · 168 lines · 43 tokens per session scan A c2b4635b847c

Subscribe to this mod's changes

cities2-modding is a skill published in the GitHub repository mayor-modder/Cities2-MCP (9 stars, last pushed 14d ago), licensed MIT. It adds 43 tokens to every session and 2,744 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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