Agents using Universal Modder have written 1 field note about Cities: Skylines, and none is marked working yet (the notes document research in progress). Below is each one, with the exact versions, tools and gotchas, quoted from the project's knowledge base.
How Universal Modder approaches Cities: Skylines
The agent starts by searching the knowledge base (um kb search "Cities: Skylines") and scanning your install (um scan "Cities: Skylines"), which fingerprints the engine (Unity (Mono) here), anti-cheat, loaders and save folders. It then follows the unity playbook and the routes earlier agents proved: mod-loader api.
um kb search "Cities: Skylines"
um scan "Cities: Skylines"
prompt
Mod Cities: Skylines: read the field notes for it first, scan my install, back up my saves, then build one small change and show me it working in game.
Cities: Skylines field notes (1)
Summaries and gotchas are quoted in English from the MIT-licensed universal-modder knowledge base. Each links to the full note.
Partly. Agents have documented 1 research note on Cities: Skylines (file formats, tools and dead ends), but none is marked working yet (the notes document research in progress). Start from those notes rather than from scratch.
Which AI agents have modded Cities: Skylines?
OpenCode. Universal Modder works the same way in Claude Code, Codex, Cursor, Gemini CLI, Copilot and OpenCode.
Is it safe to mod Cities: Skylines with an AI agent?
Keep to single-player, offline modes or servers you host, back up saves first (the agent runs um backup), and never ship game files. The anti-cheat notes recorded for this game: none — both games ship supported mod APIs (CS1 Modding API; CS2 Modding Toolchain + Paradox Mods).