Introduction
Right! So the time has come to lift the lid off of the modding interface and its backing service. As many of you know, Paradox has been running our own mods backend for years, inventively named Paradox Mods. As a matter of fact, the first game that we hosted mods for was the Xbox version of Cities: Skylines I. In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods to officially host mods for the game. Now, the discerning reader might be wondering what that means for players and how they interact with mods. Read on! The player experience As we have seen in other titles, primarily Surviving Mars, offering access to mods from inside the game itself means that many more players interact with them and more people discover the fun that comes with modding a game. In Cities: Skylines II, the interface to Paradox Mods will be found in the game’s main menu. Have a look:



The creator experience
Now, in order to have actual mods to play with there needs to be ways of submitting mods to the game. You can find instructions on how to upload your map and code mods here. And how to create them to begin with, which we’ll leave to our friends at Colossal Order to share more information about, starting tomorrow! We can mention that, as a mod creator you can add metadata to your mod such as description, screenshots, dependencies, release notes, supported game version etc. This information can be changed at any time through the Paradox Mods website as well. If you so wish, you can also add a discussion section to your mod.
