| name | cities2-mod-release |
| description | Use when preparing a Cities: Skylines II mod to package, upload, publish, distribute, or release to Paradox Mods or another public channel. |
| metadata | {"short-description":"Check CS2 mod release readiness"} |
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.
Derivative Mods And Attribution
Public source does not automatically grant redistribution rights. Before releasing copied, forked, derived, or bundled work, check the license and original mod/source terms.
Keep attribution, license files, copyright notices, asset credits, and required source links. Do not remove notices to make a package look original. If rights are unclear, pause and ask the user whether they have permission or want help replacing the dependency.
When adapting ideas without code/assets, still credit inspirations when the community context expects it, but distinguish courtesy attribution from legal license obligations.
Output Style
Return a release decision first: ready, ready with explicit user override, or blocked. Then list concrete blockers, warnings, and the smallest next checks.
Use practical language: what must change before upload, what should change soon, and what can wait. Keep normative modding constraints separate from descriptive gameplay statements.