Cities: Skylines

Cities: Skylines

53 ratings
File Size
1.227 MB
Dec 17, 2015 @ 8:54pm
Jul 26, 2017 @ 11:44am
27 Change Notes ( view )

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show more statistics.

ALT+G to show / hide chart.
(hot key is changeable)

 There are too many numbers and cannot write it.
 currently 435 curves.(can remove/add from/to legends)
 (added curve info -> changelog)

 0)at own your risk
 1)cant show stats before this mod install
 2)if curve added at updated, saved mod stat is invalidated
 3)when play time is too long, data may not be saved. please limit it with an option.
  (since RC1: over 1,000 years can save/load.)
  (can output stats data to csv file if you want)

thank you for your endurance.
Popular Discussions View All (2)
Jan 12, 2016 @ 10:57pm
release candidate 2
Feb 20, 2017 @ 1:33am
Where is the CSV output file saved?
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Vilbur Jan 19 @ 11:03am 
i dont know how but this mod crash the game!
ibotaro  [author] Jan 1 @ 10:03pm 
Does this game have the concept of overtime or budget for residential, commercial, industrial and office?

If you are talking about the day and night budget and the tax revenue graph, it already exists. Graphs such as electricity ,water ,sewage usage, etc. used by residential, commercial, industrial and office are also present.
If you create another graph by combining existing statistical data, this MOD can output statistical values to CSV, so you can rework with excel etc. Because CSV is prepared for such use, please utilize it.
l.e.b Jan 1 @ 10:09am 
This mod is a great idea but there ist something missing. I would like to check all the details about the income overtime. Which income (residential area, industry, commercial or office) changed so that I have negative budget. Which one is contant over night and so on.
benzoll Aug 18, 2017 @ 11:18pm 
after v 1.8 mod delivers lower data to reality: less population, fewer cars
ibotaro  [author] Jul 26, 2017 @ 12:56pm 
The reason is that the processing speed is simply slow.

Time required per acquisition when acquiring statistics on each vehicle and line currently implemented (CoreI7 - 4770):
Acquire: 60 ~ 120 ms
Do not acquire: 0 to 1 ms

It is very heavy.
Because cars and buildings, lines, etc. have to scan objects one by one, in order to obtain statistics.
As the city grows the number increases.
I am devising such as dividing threads that acquire statistical data, but this dullness is not welcomed by anyone.

By the way, it seems that the data of the freight car seems to overlap partially, but it is actually different data.
What the meaning of the data means ... I do not know it :-)
makuchluk Jul 26, 2017 @ 11:35am 
I think I know the reason why the info for cargo trucks was unpopular - at the moment I have that information from one city only.
It seems that many of those columns are simply repeating each other - such as data for "Cargo import size(unknown unit)" is the same as "Cargo truck import size" and other columns related to the "cargo" and "cargo trucks" (besides 2 columns);
then some other random columns are repeating the same data - export vehicles count is the same for Cargo, Cargo Trucks, Heavy Trucks... and i think that's it with the Import/export department :)
I'll let you know about some other findings another time (if there are any more).
ibotaro  [author] Jul 26, 2017 @ 10:50am 
Oh, it certainly added dual graphs of sewage!
Thank you for telling me the bug!
I made a bug at v1.0.8.

I will fix it soon.
makuchluk Jul 26, 2017 @ 9:47am 
Oh no, no more translation needed. I understand it now much better. It's just me who finds it fun to collect such data and manipulate it - as in creating some more statistical indexes.

I'll try to do it myself (with no knowledge in creating mods).

Not sure if you have noticed but in your current mod there is data on sewage production twice and i think you have missed data on garbage production.
ibotaro  [author] Jul 26, 2017 @ 8:30am 
Certainly, there is data which this MOD does not dare aggregate even for the data existing in the game.

Actually, some of the features you want exist as commented out code on the MOD source program.

Why am I commenting out the code I wrote.

For example, data for employers only could be obtained by scanning information from all buildings.

I'm doing the same thing with the vehicle manager (statistics of freight cars etc), but I decided to add a process to disable it.

This is because the processing speed becomes very slow, which hinders the play of the game.
(Personally I wanted information on cargo very much, so I released it with code to compile it, but it was unpopular)

Statistics such as the number of bus stops are one of them.

By the way, I can not speak English, so I do not know if this answer is your answer (although it may be against your will), but I can only leave it to google translate.

Thanks for your comment.
makuchluk Jul 26, 2017 @ 5:59am 
Oh it's not in the game? I thought it was since it shows that in Population info. Sorry.
Nah... no one is able to calculate that birth rate from the child's population data - they migrate as well as the adults, so there are 2 details hidden there.
Unless there's an info about migration to and from the city ;) That may help in calculating the birth rate once it's deducted from the total difference ;)

Is there a possibility to obtain information about each specific bus/train/tram/monorail line - such as passangers, stops, the line length (i know that this can be done as it is present in another mod but in a form ready to download in csv file) plus any other info with regards to a transposrt system? It is build in the game now so I hope you would be able to do it. Could be as a seperate file if it's too much data there.
What about employed people education level - it should be in the game somewhere as each office/factory building shows that info.