Skill Claude CodeCodex
Use when answering Cities: Skylines II gameplay, city-management, mechanics, patch/update, or known-issue questions.
12 tagged cities-skylines-2, measured the same way as everything else here.
Browse within: chrome-devtools-protocol 7claude-code-plugins 7claude-code-plugins-marketplace 7claude-plugins 7cs2 5modding 5paradox-interactive 5
Skill Claude CodeCodex
Use when answering Cities: Skylines II gameplay, city-management, mechanics, patch/update, or known-issue questions.
Skill Claude CodeCodex
Use when debugging Cities: Skylines II mod build failures, packaging failures, runtime errors, game logs, UI debugger issues, or mod behavior that does not work in game.
Skill Claude CodeCodex
Use when working on Cities: Skylines II modding, mod projects, C#/UI mods, localization, scaffold, analyze, build, package, or playtesting handoff requests.
CitiesSkylinesModding/agents-plugins
Skill Claude CodeCodex
Part of coherent-gameface
Coherent Gameface (Cohtml) domain knowledge for the game-UI middleware that renders HTML/CSS/JS inside games (Cities: Skylines II and many others). Use when writing or debugging UI that runs in a Gameface view, when HTML/CSS/JS behaves differently in the game than in a browser, when checking whether a web feature…
CitiesSkylinesModding/agents-plugins
Skill Claude CodeCodex
Part of cs2-modding
The official Cities: Skylines II modding toolchain. Use when the user wants to start a CS2 mod project, when a mod build or its post-processing fails, when a mod they just built does not appear in the game, or when they are publishing or updating one.
CitiesSkylinesModding/agents-plugins
Skill Claude CodeCodex
Part of cs2-modding
Provisions and maintains the local ground truth for Cities: Skylines II mod development. Use when the user asks to be set up for CS2 modding, when the decompile or the readable copy of the game UI bundle needs creating or updating, when they ask which mods are worth reading for a problem, when the in-game debug menu…
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: