Cities: Skylines

Cities: Skylines

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Realistic Population 2 2.2.2
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0.563 MB
Mar 17, 2020 @ 3:36am
Dec 13, 2022 @ 1:21am
43 Change Notes ( view )

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Realistic Population 2 2.2.2

Description


Formerly Realistic Population Revisited

Key features:
  • Provides a more realistic simulation and gameplay experience
  • Realistic caluclation of building populations - no more single suburban houses with half-a-dozen families and tall apartment buildings only containing a ridiculously small number of households
  • More realistic city activity - no more empty downtowns because all your office buildings have only a handful of workers
  • Makes buildings more accurately reflect real-world capacities
  • Tax revenue is more reaistically affected by land values
  • Production and consumption rates made more realistic
  • Enables cities to evolve, behave, and grow more realistically
  • Provides more varied challenges and meaningful decisions around population density and required supporting infrastructure

Formerly 'Realistic Population Revisited', the official continuation of Whitefang Greytail's Realistic Population and Consumption mod, this has been rebranded to 'Realistic Population 2' with the 2.0 update to better reflect the significant changes that have been made.

Everything this mod does is customizable
Figures and calculations can be easily changed, and entire features can be enabled or disabled. Be sure to check out the mod's options panel (referring to the wiki linked above for detailed information).

What this mod does - basic overview
This mod changes the numbers of households and jobs in buildings to more accurately reflect real-world values. Detatched surburban housing will typically only support one family, while high-density residential buildings will have a number of households calculated based on the size of the building.

Office buildings and other employers support significantly more workers than the very low base game numbers, resulting in a much more realistic ratio of residential to commercial, industrial, and office buildings, and enables the natural evolution of more realistic downtowns and suburbs.

Employment education level requirements are also changed to more accurately reflect real-world requirements and to help address some of the base game's shortcomings in this area. Office jobs are more heavily focussed towards your college graduates, and commercial and industrial jobs will require a higher ratio of high-school leavers than in the base game. This requires a more realistic level of investment in your education infrastructure.

Production of goods, water and electricity consumption, garbage accumulation, and building income have all been tweaked accordingly.

Tax income is now affected by land values. Raising land value, now increases your tax income.

These changes make decisions around density, zoning, and infrastructure more meaningful and more akin to the real-world tradeoffs. Low-density housing will provide lower population density than in the base game, meaning that sprawling suburbs will have more of their real-life downsides. Higher-density areas will have much greater population and job density than in the base game, meaning that you'll need to ensure that you have the appropriate transportation infrastructure in place to support this density.

Ideally used in conjunction with Lifecycle Rebalance Revisited, but also works standalone. If you're using the Industries DLC, the Rebalanced Industries mod is strongly recommended (but not required).



What this mod does - more detail
By default, all low density residential buildings are set to have only one household unless this is overridden in the building's settings.

For workplaces, schools, and high density residential buildings, the number of jobs/households/student places is determined by the physical size of the building and the usage of real-life conversion and density factors. Power and water consumption values are based of the real-world values of Perth, Western Asutralia and scaled for the game.

Schools
Version 2.0 also implements student capacity calculatons for schools. These can be disabled or changed via the mod's options panel (requires restart).

Demand impacts
Athough this mod doesn't touch demand (Residential/Commercial/Industrial) directly, the changed game balance means you might see some different demand patterns than you're used to with the vanilla game, especially with industrial demand. See this page on the wiki[github.com] for more details.



Warning
Due to the significant changes to the base game, this mod is best used for new games only. You can use it on an existing game, but be warned that it will significantly affect the balance of your city - most likely you'll see significant abandonment of factories, shops and offices (due to their more realistic job numbers), your transport infrastructure may be overloaded in high-density areas, and you may have land value issues. Your city can be rebalanced with appropriate zoning and transportation adjustments.

New games started with this mod can follow a more natural progression from low to high density than in the base game, but note that use of space needs to be carefully managed through the early stages if you are sticking to the base game's area unlocking progression, as the average city density when starting out with this mod will be lower than in the base game. You'll may wish to hold off zoning much high-density until you've got some decent transportation infrastructure in place.

It's recommended (but not required) to use "unlock all" when using this mod. This mod is (as its name suggests) for supporting more realistic cities; the vanilla game's unlocking progression is designed as a tutorial mechanism for first-time players, and is neither realistic nor intended for more experienced players (it's still possible to use the unlocking progression, but it will take more time and effort to reach certain milestones).



Mod configuration
Everything this mod does configurable. Don't like the default assumptions? Change them!
Information on how to change the mod's settings is available on the wiki[github.com].

[discord.gg]


Credits
Obviously, huge amounts of credit to Whitefang Greytail, the creator of the original Realistic Population and Consumption Mod. In turn, that mod started out as a fork of Kundun's PopBalanceMod.

This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.



Source code
[github.com].



Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.



[ko-fi.com]
Popular Discussions View All (36)
40
Aug 2, 2022 @ 9:03am
Custom overrides not applying
algernon
1
Mar 4 @ 1:03pm
School Cost not Updating
malorn44
5
Oct 5, 2022 @ 9:36am
Flat size changes with building level
spamf
< >
2,035 Comments
xpala 16 minutes ago 
whats the easiest way in configuration if i want some less worplaces for commerce+office buildings?
christian89 Mar 25 @ 11:23am 
@algernon Now it looks to work!
algernon  [author] Mar 23 @ 10:03pm 
@sgosto No. Only school upkeep is touched by this mod, and that's only if you've enabled that option.
sgosto Mar 23 @ 9:59pm 
Hello,

Does this mod change the upkeep for buildings like for example the hydro power plant ?
Since the last bloody game update hydro power that was 3200/ week now shows as 4000/week...
algernon  [author] Mar 23 @ 4:01pm 
@christian89 I've tested again, and can confirm it's all working properly here. A second tester has also checked and confirmed that.
christian89 Mar 23 @ 10:31am 
Thanks for a great mod. After the latest update custom settings for buildings doesn't seem to be reflected in real life. I.e. changing a house to have 500 homes instead of just 1. Can you look into this? It worked up until the Hubs and Transport update.
Patient Mar 10 @ 1:08pm 
@uasf42 stop buying DLC
lol sorry
uasf42 Mar 10 @ 11:52am 
My finances are broken since the last update.
algernon  [author] Mar 8 @ 2:55am 
@PaTryk_Gracz0l The new calculations (default), yes. Of course, you can change that if you feel something else works better for you.
PaTryk_Gracz0l Mar 8 @ 12:57am 
@algernon so the "default mod" setting in calculation tab is the most realistic ? Thanks for reply