Cities: Skylines

Cities: Skylines

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Realistic Population Revisited 1.4.3
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Mar 17 @ 3:36am
Jul 5 @ 7:23pm
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Realistic Population Revisited 1.4.3

Description
New in 1.4:
New in 1.3:
  • Mod options panel - see and edit all the configurable calculation values without having to directly edit the XML configuration file. Don't like the mod default assumptions? Change them!

Looking for a more realistic simulation and gameplay experience? Sick of having half-a-dozen families crammed into a single suburban house, while tall apartment buildings only contain a ridiculously small number of households? Tired of empty downtowns because all your office buildings have only a handful of workers?

Want buildings to more accurately reflect real-world capacities, land tax revenue to be realistically affected by land values, and production and consumption rates made more realistic - so that your cities can evolve, behave, and grow more realistically, while giving you more varied challenges and meaningful decisions around population density and required supporting infrastructure?

Then this mod is for you!

This is the official continuation of Whitefang Greytail's Realistic Population and Consumption mod. Please unsubscribe from the original mod before subscribing to this one.

Note for Ploppable RICO users
This mod is not (currently) recognised by the original Ploppable RICO mod. Please use Ploppable RICO revisited instead.

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. A small unit block might only have six households, whereas a taller one might have dozens (or even hundreds with large RICO buildings when using the Ploppable RICO Revisited mod). Office buildings and other employers support significantly more workers than the very low base game numbers; a single downtown skyscraper can now support hundreds of jobs, not just 12! Overall, this will result 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 values based on education levels 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.

Finally, tax income is now affected by land values. Raising land value, for example by placing parks, now increases your tax income. Income is scaled with expenses, providing a better balance than the base game.

The effect of all of this is to 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. Conversely, 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.

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. Default overrides are already in place for some vanilla assets (so duplexes/semi-detached houses correctly have two households).

For workers and high density residential buildings, the number of jobs/households is determined by the volume of the building (width x length x height as determined by construction scaffolding). Power and water consumption values are based of the real-world values of Perth, Western Asutralia and scaled for the game. All this is configurable.

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. However, with appropriate zoning and transportation adjustments, your city can be rebalanced to the new reality.

New games started with this mod can now 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 probably also want to hold off zoning much high-density until you've got some decent transportation infrastructure in place.

Mod configuration
Configurations can be changed by editing the WG_RealisticCity.xml file[github.com] (100% backwards compatible, so your existing configurations from the original mod will still work), or by using the editor in the mod options panel in-game.

Having difficulty?
  • Ensure that the mod is activated in your content settings.
  • Ensure that you understand the basics of using mods for Cities:Skylines (starting with this guide by AquilaSol – especially the bit about always quitting to the desktop between loads)
  • Check that you’re not running with any outdated/conflicting mods (see this list of currently broken mods[docs.google.com] by AquilaSol and Avanya).
  • If problems still persist after that, please leave a comment (preferably including a link to your output.log) and I’ll see if I can help.

Comments are actively curated in order to keep the comments section useful and relevant to others.

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 1.2.0.1, by Andreas Pardeike[github.com].

Source available on GitHub[github.com].
Popular Discussions View All (5)
25
Sep 9 @ 7:32am
Low Residential adjustments
anti-freak
8
Sep 4 @ 1:57am
Need better Tutorial and feature
nhatanh0475
1
Jul 19 @ 9:07pm
Should this mod be used with a mod to increase public transit capacity
Solaire
< >
687 Comments
Termite 5 hours ago 
If you need testers for rp 2 I will be glad to help. I use all of your revisted mods
Termite 6 hours ago 
They show as 55 square metre per worker not 250. 55 is my setting for processors and 250 extractors
algernon  [author] 7 hours ago 
@Termite I've just (re) tested, and I'm not able to reproduce the 'extractors seen as processors' issue - they're working fine on my end.

However, there does seem to be something about the worker calculations (not stuck at three, but calculating very low values). I'll have to look at that later - I'm currently finalising the initial testing release of Realistic Population 2, and need to get that out of the way before revisiting the 1.x branch again.
Termite 8 hours ago 
Looks like farm and forestry extractors are seen as processors and seem to be stuck at 3 wokers even when more are calculated
algernon  [author] Sep 21 @ 4:18pm 
@Gjunki Yes, that's the one.
Gjunki Sep 21 @ 9:42am 
Thanks, I was not using the most up-to-date Rico Revisited.. that would be 2.3.3 right?
algernon  [author] Sep 21 @ 2:20am 
@Gjunki You need add the XML attribute "ignore-reality=false" to all of your building lines in your config file. You may already have this attribute set to false.

Also, I didn't ask - are you using RICO Revisited, or the old RICO? RICO Revisited supports this mod by default, no changes needed, so another option might be to remove your old RICO settings to revert to default.
Gjunki Sep 20 @ 6:56pm 
Hey do you have any idea on how you would explain your statement below so I can change all my RICO settings?

As an interim option, if you're comfortable with XML file/text editing, you can use pattern search/matching on your LocalRICOSettings.xml file (the relevant XML attribute is 'ignore-reality').
algernon  [author] Sep 18 @ 7:40pm 
@janis_xyz That appears to be a base-game bug that I'm trying to track down, to see if I can develop a fix for. It's been shown to affect both players that use this mod and players who don't, so is not specific to this mod (I'm not able to rule out that another mod may be causing it, though).

If you could share your output log and savegame, that'd be great, as it might help me to work out where the bug in the game is (and if I can do anything about it).
janis_xyz Sep 18 @ 6:08am 
I'm seeing some bugs with the mod.

As I load a save game, I often see a sudden drops of 20-40k in population because some of the buildings have been randomly emptied.

Any ideas what might be causing this issues?