Cities: Skylines

Cities: Skylines

3,751 ratings
Lifecycle Rebalance Revisited 1.6.8
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Mar 19, 2020 @ 3:11am
Apr 22, 2024 @ 5:12pm
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Lifecycle Rebalance Revisited 1.6.8

Description


Using Game Anarchy?
Be sure to DISABLE Game Anarchy's "Maximize education coverage" option.

New in 1.6
  • MAJOR NEW FEATURE: realistic early life ageing and progress, from early childhood to young adult (optional, customizable)
  • New early life ageing is matched to real-world values and stages and includes a pre-school stage of life (young children)

Overhauls the game's ageing, immigration, and lifecycle system for more realistic (and better balanced) results.
Includes options to adjust:
  • School eligibility ages
  • Lifespans and ageing milestones
  • Ageing speed (compared to game time)
  • Transport preferences
  • Chance of illness
  • Deathcare requirements
  • Immigrant education levels

ANY AND ALL OPTIONS CAN BE DISABLED; if you don't like some aspects of the mod, you can turn them off and only use those aspects you want.

Background
This is the official continuation of Whitefang Greytail's Citizen Lifecycle Rebalance mod, and is fully backwards-compatible.

This mod is specifically designed to work in conjunction with Realistic Population revisited, but can also be used independently.



Lifecycle changes
Realistic childhood
Children no longer go to school immediately after being born, but instead will start school at age six (customizable in the options panel). This provides more realistic and balanced demand on your education institutions.

When you start a new city, it's normal for there to be no children eligible for school for the first few years, until the initial cohort of of children become old enough to start.

Realistic mortality rates
Cims have a chance of early death, and realistic distributions of death depending on their age, calculated from real-life stats using the Australian Government Actuary table (2010-12)[aga.gov.au]. Death rates will naturally increase as cims age, resulting in a more natural distribution of deaths than in the base game.

Illness rates
Cims have a random chance of becoming ill, based on their age. This means that the standard of healthcare provision is more relevant, and can add another randomising factor to cim lifespans.

Immigration
Immigrants to your city will now have a wide range of ages, from child through to seniors; there's also an option to randomise immigrant education levels. Incoming teens will automatically have elementary school education, and some (but not all!) incoming young adults will have high school education.



Transport preferences
The default configuation is designed to work in conjunction with the Realistic Population revisited mod, and implements higher car usage in low-density areas but lower car usage in high-density areas (compared to the base game). Additional optional configurations are also provided for default game, car-heavy usage, and car usage scaled according to wealth (see 'Configuraton file' below). This setting can also be easily disabled in the mod's options panel (reverting to base-game behaviour).



Includes optional 'no deathcare' functionality
See the 'Death' tab in the mod's options panel. Set to 0% to remove the need for hearses entirely.



Configuration
Check out the options panel - everything this mod does can be customized or disabled.

The wiki has more information, including on the XML file format used for configurations if you want to edit them manually (the options panel is much easier, though).


Warning
If you activate this mod on an existing savegame, be aware that it WON'T solve any impending death wave, as the ages of cims who have already moved in will remain unchanged.

However, subsequent deathwaves will be increasingly smoothed by the mod's operation (note that it may take several deathwave cycles to settle down properly), and you can use the mod's inbuilt 'no deathcare' functionality to avoid your buildings becoming abandoned from an overload of dead bodies.

Obviously, activating the mod with default mod settings on an existing city will change your city balance. Exactly how, and how much, will depend on the specifics of your city and its population, but generally speaking, with default settings you'll typically have a larger workforce due to the later retirement age.

Otherwise, this mod is safe to enable or disable at any time.



Incompatible mods



The old Painter and Garbage Bin Controller mods conflict with this mod. Compatible modern replacements are Repaint and Garbage Bin Manager.

No Deathcare conflicts with this mod (this mod includes No Deathcare functionality).

Please unsubscribe from the original Citizen Lifecycle Rebalance mod before using this one (and also Resident Travel Rebalance and Lifespan Multiplier if you have those, as those are subsets of Citizen Lifecycle Rebalance).

The Real Time mod specifically checks for, and works with, this mod.

[discord.gg]



Meta
Huge amounts of credit to Whitefang Greytail, the creator of the original Citizen Lifecycle Rebalance mod.

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 (14)
11
Nov 23, 2022 @ 7:37am
All immigrants are uneducated
NerV-0-sol
5
Feb 5, 2022 @ 11:41pm
A Mod caused an error [ModException]....
Literally1984
3
Aug 13, 2023 @ 2:14am
aging slider settings and realtime
Tomahawk
1,617 Comments
algernon  [author] Mar 28 @ 3:00pm 
@CEMN If this mod is active, Real Time will disable its own life speed functions. As to what speed this mod runs at, it depends on what speed you set in the options (it can be faster or slower, depending on which settings are used for which mod).
CEMN Mar 28 @ 6:35am 
Hello! How does this mod interact with Real Time? Does it speed up lifecycles compared to RT?
algernon  [author] Mar 17 @ 7:33pm 
@whathead07 Have you tried removing your existing settings files?
whathead07 Mar 17 @ 4:51pm 
I did, yes. I made a new save each time i changed something to test.
algernon  [author] Mar 17 @ 4:06pm 
@whathead07 Reinstalling the game doesn't clear mod or save settings; they are stored separately and not affected by game installation/uninstallation. Did you try creating a new empty save?
whathead07 Mar 17 @ 12:51pm 
Well, I tried just about everything I could think of, even reinstalling the game, resetting every setting, disabling every asset, DLC, and mod other than harmony, this, and TM:PE. Everything seems like it should work, and it just doesn't. Sorry for leaving a lot of comments, and thank you for actually responding to them, and checking to see if you could replicate it. Most likely, the problem is just my computer or something. Not really any other possibility at this point.
whathead07 Mar 17 @ 11:11am 
@algernon I'll continue testing. Thanks for letting me know that it works on your end. I'll see if I can figure out the actual cause, then. Most likely I just need to reinstall everything. Sorry for bugging you about this.
ResidentIwen Mar 16 @ 9:59pm 
"The Real Time mod specifically checks for, and works with, this mod." You don't believe how much I appreciate this sentence right now. Luv yer and all of yer mods, algernon. You're a Mod powerhouse
algernon  [author] Mar 16 @ 8:17pm 
@whathead07 Additionally, I should specifically point out that TM:PE with realistic parking enabled in conjunction with this mod is not just my own preferred playstyle, it's also part of the default testing setup of this mod. I've just tested again and it's working fine, which once more points towards the assessment of the issue that I've previously posted.
algernon  [author] Mar 16 @ 8:15pm 
@whathead07 There isn't any conflict between this mod and TM:PE. Both mods have been tested thoroughly and have been widely used together without issue by literally hundreds of thousands of users, including prominent streamers and Youtubers. And no, as far as I'm aware you are the first with this problem, which again, sounds very much like you have a TM:PE restriction applied that is affecting incoming traffic.