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Hoi4 content builder

Skill Fostanico/hoi4-ai-modding-skills/skills/hoi4-content-builder

Portable AI Agent Skills for building Hearts of Iron IV mods from natural-language requests

Install
npx -y skills add Fostanico/hoi4-ai-modding-skills --skill hoi4-content-builder

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 22 days oldThe repository was created 22 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Turn plain-language ideas into complete, playable Hearts of Iron IV mods and advanced systems. Use when a user describes a mod without knowing PDX script, or requests events, decisions, focuses, countries, characters, ideas, MIOs, doctrines, raids, special projects, AI, OOBs, factions, diplomacy, GUI, map modes, localisation, models, music, or release packaging. Includes verified templates, multi-file kits, full workflows, and runtime-test handoff.

SKILL.md

5.1 KB, 998 tokens by cl100k_base, as published. Nobody here has run it

HOI4 content builder

Start from the user's idea

The user may describe only the desired fantasy or gameplay result. Do not ask them to design scopes, files, triggers, or syntax. Read natural-language-intake.md, infer safe defaults, and produce a concise content contract covering visible behavior, rules, AI, lifecycle, compatibility, assets, save impact, and acceptance tests.

Read target-repository guidance and sibling hoi4-pdx-modding references for every affected system. Discover the game, mod, dependency, and playset paths; never assume the paths or conventions from the machine that authored this skill. Verify version-sensitive syntax in installed documentation and current vanilla or dependency consumers.

When extending or repairing existing content, first read all affected visible localisation and scripted-localisation consumers. Follow the sibling skill's semantic-intent-audit.md before translating IDs into a content contract. Identifiers are not evidence for character names, narrative roles, costs, dates, or player-facing behavior. For a whole-mod health, balance, UX, or improvement pass rather than one requested feature, route to the sibling hoi4-review-debug skill's improve-existing-mod.md workflow.

Choose a workflow

Use system-coverage.md to route any beginner or advanced feature and advanced-engineering.md for architecture, performance, compatibility, save migration, and tooling.

Reuse verified resources

Start from assets/templates/ for one object and assets/kits/ for a proven multi-file dependency chain. Read template-catalog.md before copying. Replace every MOD, sample numeric ID, path, asset, and text. Templates are not permission to skip target-build verification.

Use scripts/new-country-scaffold.ps1 to generate a staged country tree and scripts/generate-gfx-manifest.ps1 for deterministic sprite registration. Generate into an empty staging directory, review the diff, then merge only the required files into the target mod. Never let a helper silently overwrite the target tree.

If no verified resource fits, follow verify-template.md: check installed schema, at least one current working consumer, caller scopes, all dependent resources, and a minimal runtime test before promoting it.

Build the complete graph

  1. Establish stable IDs and file ownership.
  2. Map IDs to visible names, descriptions, tooltips, and promised behavior.
  3. Create definitions before consumers.
  4. Wire callers, lifecycle updates, cleanup, AI, and compatibility gates.
  5. Add or update localisation and visible assets for every player-facing path.
  6. Search the whole target mod for definitions, callers, stale IDs, and collisions. Preserve unrelated work and project encoding conventions.
  7. Keep a minimal runnable path first; add branches and optimization only after the core path validates.
  8. Create or update the mod's technical documentation and current development handoff, and add readable contract comments to the implementation. Use the base skill's development-documentation.md and the bundled documentation templates; documentation is part of the feature graph.

Do not stop after writing the central object. A focus needs effects and text; a GUI needs sprites, callbacks, and localisation; a project needs facilities, scientists, rewards, AI, and DLC gates; a country needs tag, definition, history, character, flags, and ownership planning.

Finish with evidence

Run the sibling validator and target-repository checks, inspect cross-file links and a fresh log, and separate static proof from runtime proof. After static checks, explicitly ask whether the user wants AI-assisted in-game testing. If they agree and computer-use is available, follow workflows/test-mod.md exactly. If they decline, provide the smallest manual test plan and do not open Steam.

What ships with it: 85 files

84.8 KB alongside SKILL.md, 2 of them executable

agents/

assets/

45 more files not listed here. See all 85 in the repository.

Keep looking

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