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The "problem" is steam used to allow workshop mods to be downloaded by anyone. That was changed a couple years ago to only allow steam users to download from the workshop. In response, any company that has a game across multiple platforms is now more likely to use a different mod release site so that they only need to support one mod site that releases to all of their distribution platforms.
For a game to support steam workshop, they now either need to restrict their playbase to steam only or spend the manpower to support multiple distribution platforms, and that's an easy to avoid expense as a developer.
Tropico 6 is available from multiple places, steam, epic, windows store and so on. Kalypso (and many publishers) are choosing to only focus on one distribution location for mods that work across all platforms.
Another example would be Sega (publisher) with Two Point Studios (developer). Back when they released Two Point Hospital, steam still allowed workshop mods to be distributed to anyone and Two Point Hospital had extensive workshop integration. However, by the time they published Two Point Campus, Valve is no longer allowing Steam to to distribute workshop mods outside of Steam, so they've chosen mod io as a cross platform solution.
Here's where they noted it as well:
https://steamcommunity.com/app/1649080/discussions/3/3828665650629679870/#c5294588689504654767
The additional advantage (for the developer) is that mod io isn't just cross platform with other PC distribution (epic, gog, etc.) but also allows them to support their console releases with mods. (something steam workshop couldn't do even back when you could get mods from it for other PC site releases)
That's your problem in a nutshell. Valve decided to not let steam workshop be cross platform anymore, and even back when it was it still didn't support console downloads.
mod io is an all in one solution for the developer to support everything, all PC store fronts and consoles at once. For any of them to switch back to using steam workshop, Valve wouldn't just need to revert their policy on PC distribution of the mods, but would now need to add in console support as well ~ and that's quite frankly not likely to happen since it would be a big expense for valve with zero return, since they would just be making a duplicate of mod io and giving people more reason to shop somewhere else while still taking advantage of steam features.
tldr: cost advantage of not supporting multiple mod distribution platforms
With your logic the focus would be on consoles which sell far more games than any PC version.
So, by your logic there would still be no steam workshop.
mod io supports console mods and all versions of PC release.
You're also arguing with the wrong person; I don't make these decisions, I'm just telling you what these companies are doing and why; and this isn't the only publisher/developer making this choice. It's a common trend ever since valve changed their workshop policy. Companies started looking for alternatives and the alternative they found let them not only support all PC platforms but also expand to providing consoles with mods, which previously was a much more difficult thing to do.
Consoles sell more games and are much easier to support, because there isn't as much hardware variation to cater to.
Complain all you want, you're quite lucky these companies bother to release on PC at all.
I wonder how other games manage multiple Plattforms ... like ... Total War and whatnot? Do you really think it is a huge deal to upload your 20kb Mod to the workshop and Nexus? Every Game with Modsupport has a working Workshop and Nexus! Heck, even Tropico 6 has a already working Workshop! WHY NOT ♥♥♥♥♥♥♥ USE IT?