Cities: Skylines

Cities: Skylines

View Stats:
Everybody dying all at the same time?
In all of my cities, everybody seems to be dying after about 7-8 years of the game starting and the crematoriums and cemeteries are getting overwhelmed when that happens and all of the buildings eventually get abandoned. I check my residential areas and 70% of the people living in them are Seniors, which is ridiculous of how people can transition from young adults, teens, and children to seniors in just 7 years. Does anybody else have this problem with the dead people?
< >
Showing 1-15 of 17 comments
gwared Mar 28, 2015 @ 6:12pm 
I've reached this problem when approaching a 55k population. It's almost like the city refuses to reach that milestone. There are minimal traffic issues, plenty of cemetary/crematorium availability, all working normally. It's fairly frustrating.

http://steamcommunity.com/sharedfiles/filedetails/?id=415745627

Everything looks to be fully functional, can anybody spot any flaws from this overlay?

:huey:
jcewazhere Mar 28, 2015 @ 6:39pm 
Those big die-offs are hard to get used to, wait till you have 300k+ and you lose 30k in a couple years. How long have you been at ~50k? Usually just waiting these platues out works for me. I feel they need to increase the lifespan and range that the cims die at. Instead of dying at 7-8 years old I think they should die between 18-24, but nerf the birthrate so population doesn't explode. There is a mod that does something like that but I don't think it's been balanced yet.

Aside from mods you can limit the amound of residential you zone at one time, that'll help smooth the population growth/loss.
gwared Mar 28, 2015 @ 7:00pm 
That's what worried me, up until this very point, my population has been +50 minimum. I've probably been at the ~53k mark for about 2-3 hours of standard speed gameplay (I never recognise in-game time). The pop. never ever rises beyond 54,190. When it hits that I get a negative pop. number for a few 'months' and then it'll pick up again until it reaches the same cim. pop. number.

I'm not actually super bothered, I'm totally down for city maintenance, but those Skull & Crossbones icons make me feel like I'm a failure. Empty job positions I can handle, decomposing bodies I can't.

I went through a similar problem with abandoned buildings ~30k but that plateau seemed to pass, like you say. Maybe it's just the test of a good city manager.

I agree with the lifespan/birth nerf idea though. Combined with a traffic adjustment to allow for health vehicles to go whichever way they need to to reach a residence would make the whole thing much more streamlined, I guess. That or let cims start burying/cremating their family members in times of need, or let the garbage trucks take them. Cremation and incineration are the same thing, right? ;)
grapplehoeker (Banned) Mar 28, 2015 @ 7:14pm 
Casino Mar 28, 2015 @ 7:19pm 
Maybe they got sick of the high taxes they couldn't pay and overdosed on their anti-stress meds?
gwared Mar 28, 2015 @ 7:20pm 
Originally posted by grapplehoeker:
Here's the reason, now it's up to you...
http://steamcommunity.com/app/255710/discussions/0/611701999523265766/

Yeh, that doesn't really apply because I've been slowly expanding this city for a long time, in game years. This is a recent phenom. to occur and seems to be particularly curious given the engine reluctance to reach 55k.

It's an excellent prompt for people building cities and stopping them from the rotational "mini city" lifecycle.

That's not what this problem is, it's something deeper. Would proximity to any nuclear power stations make a difference? Negative conditions/land value have been balanced with parks but maybe there's an unmentioned side effect to a nuclear plant proximity? My 'island' is where my nuclear plant is and thats where the bulk of dead bodies seem to be accumulating.
gwared Mar 28, 2015 @ 7:22pm 
Originally posted by Casino:
Maybe they got sick of the high taxes they couldn't pay and overdosed on their anti-stress meds?

I have an 11% tax relaxed socialist economy. I give them medicinal weed. Oh, wait... Maybe if I add that to the zone policy. Wait a minute.... 420 agenda :D
Originally posted by gwared:
Originally posted by grapplehoeker:
Here's the reason, now it's up to you...
http://steamcommunity.com/app/255710/discussions/0/611701999523265766/

Yeh, that doesn't really apply because I've been slowly expanding this city for a long time, in game years. This is a recent phenom. to occur and seems to be particularly curious given the engine reluctance to reach 55k.

It's an excellent prompt for people building cities and stopping them from the rotational "mini city" lifecycle.

That's not what this problem is, it's something deeper. Would proximity to any nuclear power stations make a difference? Negative conditions/land value have been balanced with parks but maybe there's an unmentioned side effect to a nuclear plant proximity? My 'island' is where my nuclear plant is and thats where the bulk of dead bodies seem to be accumulating.
I have noticed more people dying in certain areas of my city also, there seems to be more bodies in the buildings closer to my industrial districts and oil power plants compared to the people living far away from them. I guess living next to those areas make the people there die faster. Still, it is silly of how somebody dies of old age after only living for 7-8 years.
gwared Mar 28, 2015 @ 7:30pm 
Originally posted by Homosexual_Dolphin:
I have noticed more people dying in certain areas of my city also, there seems to be more bodies in the buildings closer to my industrial districts and oil power plants compared to the people living far away from them. I guess living next to those areas make the people there die faster. Still, it is silly of how somebody dies of old age after only living for 7-8 years.

I'm more concerned about the facilities not being able to burn the bodies. Cims are so fussy about living next door to a corpse. "Where are you going to move to? There are bodies EVERYWHERE!!"
Last edited by gwared; Mar 28, 2015 @ 7:30pm
lotw_1 Mar 28, 2015 @ 8:15pm 
Dont build large numbers of houses at the same time.. That is most people problems that have big die spurts.... I build my population slowly (well most of the stuff slowly, dont take loans). Mine die are staggered rates.
mofocheeto Mar 28, 2015 @ 8:54pm 
I feel the whole "death care" thing should be removed. Cities are expected to provide certain types of public services such as health care, education, public transit, police, fire etc, and in certain cities, garbage collection, but funeral arrangements are private matters that families deal with on their own.
gwared Mar 28, 2015 @ 8:59pm 
Originally posted by mofocheeto:
I feel the whole "death care" thing should be removed. Cities are expected to provide certain types of public services such as health care, education, public transit, police, fire etc, and in certain cities, garbage collection, but funeral arrangements are private matters that families deal with on their own.

Unfortunately it's a city's duty to supply the facilities to cater for such matters. Perhaps they could remove the need for herses. That would make a huge difference. If someone dies, then a spot in a graveyard/incinerator is taken up. Or even just a graveyard, with only incinerators requiring transport. That would balance the trade off between space management/post-life effectiveness. Devs, this is actually a good idea, you should totally listen to us and it'd be awesome (anyone got an 'in' with the devs?)
Tuomo L Mar 29, 2015 @ 5:25am 
Originally posted by mofocheeto:
I feel the whole "death care" thing should be removed. Cities are expected to provide certain types of public services such as health care, education, public transit, police, fire etc, and in certain cities, garbage collection, but funeral arrangements are private matters that families deal with on their own.

Providing cemetry space and the ability to do the private business does belong to the city though.
Contagious Genius Mar 29, 2015 @ 5:49am 
Just create low residential building area with neat services around it. low residential attracts new family and act as a seed to create next generation
Casino Mar 29, 2015 @ 9:47am 
Originally posted by gwared:
Originally posted by Casino:
Maybe they got sick of the high taxes they couldn't pay and overdosed on their anti-stress meds?

I have an 11% tax relaxed socialist economy. I give them medicinal weed. Oh, wait... Maybe if I add that to the zone policy. Wait a minute.... 420 agenda :D
At least it isn't where I live with 13% HST! It's worth the beautiful landscape and beautiful city though.
Last edited by Casino; Mar 29, 2015 @ 9:48am
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Mar 28, 2015 @ 6:06pm
Posts: 17