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Modding platform:
- Plenty of games build game versions into their mods. For instance my work's game has build numbers in the actual mod itself, and the game then warns players when trying to install old mods, or just outright blocks them when they're too out of date. So it IS possible to do.
- Steam is not controllable by the publisher. Paradox Mods is a fully regulated and controlled mod platform. They can remove without notice any mod they want, be it in conflict with their dlc, or just simply they don't like the modder. Paradox has shown many times in the past they are willing to ban players/modders over frivolous claims.
- Also, they updated their EULA/TOS at the start of the year to include a term that means ALL mods rights are handed over to them, and they are legally able to do anything they want with your mod you upload since they own it now. Including, monetising it for their own profit. By having it on their own platform if you do not comply, they will just remove your mod.
This situation is basically a worst case for modders.
On Performance:
- Stop excusing CO for crap optimisation. It IS possible to optimise Unity, even if the API is single core. Also, they went into this engine knowing full well the extreme limitations of using Unity. Plus, there is the history of game after game with reduced performance due to using Unity.
- There are completely comparable games out there, who have low hardware requirements to run on highest settings, with no performance issues. Oh look, here's one. It's a modern city builder, like Cities Skylines 2. It was released a month ago, so completely current. It's as deep and has most of the features of Cities Skylines 2. In fact, it has a much deeper logistics model. It has no performance issues at all.
The difference? It's on Unreal engine.
https://store.steampowered.com/app/1489970/Highrise_City/
It has workshop mods too.
--------------------------------
TL:DR:
Not including workshop and forcing their own regulated platform is worst case for modders.
Stop excusing CO for not optimising their game, they went into this knowing full well the limitations of Unity, and a 100% comparable game in Unreal has no performance issues at all and runs on low end hardware.
That crap game has 3.5 stars on Steam, it's an Anno styled builder.
It's not "an Anno styled builder" btw, it's a proper city builder, like SimCity and CS1. Plainly obvious that you haven't played it.
Did they ever make it so you could have curved roads?
I'd rather stick with one workshop and the logical choice is Paradox as that is cross platform. If players chose, you'd whine and ♥♥♥♥♥ that modders weren't uploading to steam.
But if I do start modding CS2 and they do go back on their word and introduce a steam workshop, i just won't bother with steam frankly. Don't need the hassle of 2 workshops and people complaining that my mods are crashing their games on patch day.
And as for other platforms, nothing keeps neither creators nor devs from mirroring mods to PDX Mods or use an API.
The Workshop has these features, PDX and CO would only need to figure out how to use them.
And as for delaying the game: The industry is rife with rushed and unfinished releases. No need for another one. If they were to finance it through yet another barrage of radio station and cosmetic DLCs for CSL1, fine, there's still plenty of stuff in the world not covered by the devs!! I really long for a bloody good and original game that releases in a finished state and doesn't need a day-one patch nor day-one DLC.
If the console versions are basically the same to the PC versions, as the devs claim, mods should carry over no issue.
The mod tools could have an option to upload and update mods to multiple platforms simultaneously. Why stop at PDX Mods and Steam Workshop? Why not also NexusMods and ModDB, or even a user-defined site?
If only there would be something like a common API for that. Mhh… pun not intended…
Yes! Asset Mods will be available for Console users. Due to restrictions code mods are not possible on Console."
It will not be pretty. People are going to compare this with Cities skylines 1. There will be lots of negative reviews due to bad optimization performance and no Steam Workshop Mod support. Forced Parodox account to download mods.
I can only imagine what they will do without Steam Workshop Mod. I honestly think they are going to monetize every mod at Paradox with a clause that Mods can't be removed after uploaded and are in possession of Paradox.
I hope i'm wrong but this smells like Bethesda paid mods all over again.
What's the obsession with having so many platforms to upload mods to? Each platform has their own mod policies too. Look at Nexus where killing kids is fine but changing the race of a character is bad.
Having one place that ALL the platforms...because it's not just steam, but Epic, Microsoft, Paradox and both consoles have access to with one click is far better than having a completely fragmented database of mods across multiple platforms all because some people on steam don't have the mental capacity to use the Paradox modding platform.
Like seriously? I don't understand the insanity in these arguments. The only people it affects is those of us that make mods and upload mods. The playerbase will download the mods where ever they are uploaded to, and I have yet to see any modder complain from CS1...in fact, the devs have been working with them for several months now...
You also have no idea how mods work...they need to be ♥♥♥♥♥♥♥♥ updated with each patch of the game depending on how many things change. Can you imagine how much extra dev work that would take to update mods that they themselves didn't create? And you know that modders would boycott the game immediately...
Anyway, as has been clearly stated...and has been the case for years now. Paradox has hosted their own mod platform. There's no issues with it and there's no paid mods.