Cities: Skylines

Cities: Skylines

254 ratings
Realistic Walking Speed
File Size
0.100 MB
Jun 15, 2018 @ 2:51pm
Jun 20, 2018 @ 10:51am
4 Change Notes ( view )

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Realistic Walking Speed

Mod Version: 1.1.1
Compatible Game Version: 1.10.0-f3
Code by: egi
Logo by: ... it's complicated
Icon by: Chris Thoburn

Short description
Adjusts pedestrian walking speeds to realistic values.

Long description
This mod fixes the unrealistic vanilla walking speed that bothered me from day one.
In order to find more realistic values I took this:
for values below 20 this:
and translated it into game values.

If you have more realistic values for me, I'd be glad to take your input and adjust my mod appropriately.

Walk animation speed
In order to make it look even better Ronyx69 pushed me to also adjust the walk animation speed.
He helped out with fine tuning the animation factor that the mod now uses as the default (1.9) which is a good approximation. You can adjust that in the options if you want.
'0' is for the domination of mind over matter and '10' for a pretty good workout.

All good and well but ... still too fast
That depends on what you relate it to.
The mod adjusts the speed such that they are correct in relation to all other vehicle speeds, tractor and crazy wheelchairs aside.
A medium age cim walking around the city should have roughly 1/8 the speed of a bus driving on a basic road that has a tempo limit of 40. The thing is that the simulation speed itself varies and is at game speed 1 faster on most gaming rigs than real time but tends to get much slower in larger cities.
To slow the game down you can use mods like and bring it inline with real world time.


In case of bugs or feature requests, please leave me a post on the issue tracker,
or spam the comments :)
Forks and pull requests are welcome.

Want to support my work?
< >
egi  [author] Feb 2 @ 9:56am 
@gbuck70 yeah ... the moment when the traffic light turns green and a bunch of cims start moving ... i was stunned myself how much difference such a minor change does.
gbuck70 Feb 2 @ 7:51am 
This is one of those mods that you never knew you wanted or needed until you install it. Now I can't imagine playing without it. This makes such a huge difference in the game's realism. Thank you!
egi  [author] Jan 1 @ 5:10pm 
as far as i know (not confirmed by myself), the descision how cims get from a to b is made prior to the path calculation. i don't know how <MaxWalkingDistance>1000</MaxWalkingDistance> factors into that. there was once a flow chart in the TM:PE docs that showed how the algorithm works but i can't find it anymore. so you should not see a drop in pedestrian traffic even though they are slower. but take that statement with a grain of salt.
Overlord Jan 1 @ 3:13pm 
Will it affect cims decisions if to walk or use public transport? When you place enough pedestrian paths many people will walk instead of driving the car or using PT. I'm affraid that if I slow their movement down they will transfer to PT or to cars because game decides that it is now much quicker to take a bus.
egi  [author] Dec 21, 2018 @ 3:02am 
TM:PE can do that.
Check TMPE_GlobalConfig.xml <MaxWalkingDistance>1000</MaxWalkingDistance>
The value is in meters.
User5011 Dec 20, 2018 @ 3:55pm 
How do I limit how far the cims will walk? Right now they walk way too far to work, I want to force more to use cars.
egi  [author] Nov 18, 2018 @ 7:18am 
You can check with mod tools.
The value is in m_walkSpeed on the CitizenInfo object.
Multiply that value with 6.25 to get the speed in km/h.
From my memory most have (2.0) 12.5km/h or (2.2) 13.75km/h.
Greentrap Nov 18, 2018 @ 7:09am 
Hello again,

I have one more question: what is the normal (default) speed of citizens in Cities Skylines?
AARust Nov 11, 2018 @ 6:39am 
yes very great work THANKS it works perfect :-)
egi  [author] Nov 11, 2018 @ 3:20am 
@Greentrap you are welcome :)