Cities: Skylines

Cities: Skylines

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Lifecycle Rebalance Revisited 1.6.4
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19 Mar, 2020 @ 3:11am
6 Oct @ 7:04pm
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Lifecycle Rebalance Revisited 1.6.4

Description


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, including prevention of game-breaking deathwaves.

Includes options to adjust:
  • 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
Firstly, 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.

Secondly, illness rates are increased (note that this does NOT encourage deathwaves). This means that the standard of healthcare provision is more relevant, and can add another randomising factor to cim lifespans.

Thirdly, 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.

In the base game, if a large number of new cims move into your city at the same time, then they would all age and die at the same time, creating the infamous "deathwaves". These would be amplified as, in response to all the suddently-vacated housing, another wave of immigrants move in at the same time - and so on and so on.... The Sunset Harbor (1.13 update) introduced some level of randomisation of elderly cim death ages which helped this a little, but still left a lot to be desired.

With this mod, the combined effect of all the above changes is that even if a whole bunch of new cims move into your city at exactly the same time, they will have randomised starting ages, even if two cims do have the same age, they'll (most likely) die at different times. This spreads out cim deaths and smooths the deathwaves (note that there still will be some natural peaks and troughs, as happens in the real world, but nothing on the scale of the base game deathwaves).

This randomisation of both ages and education levels works in combination with the education system update included with the Campus update (DLC not required for this to work) to ensure that you have a steady stream of workers with with varied education levels.

Mode of travel
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.

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.

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

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).

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]

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

Credit where credit is due
Huge amounts of credit to Whitefang Greytail, the creator of the original Citizen Lifecycle Rebalance mod.

This mod uses Harmony[github.com] version 2.0 by Andreas Pardeike via the Cities Harmony mod by boformer.

Source available on GitHub[github.com].

Translations
Translations for this mod are now managed via CrowdIn[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 (13)
24
10 Aug @ 4:48pm
Doesn't play well with Campus DLC
Sprite101
6
18 Aug @ 3:57pm
All immigrants are uneducated
NerV-0-sol
2
27 Jul @ 2:12am
Academic Works wont spawn
Arknarter
< >
1,332 Comments
The thing is, both mods overlap in functionality and I am not sure if one overwrites the other or not. Additionally at least having a SEPARATE mod that merges them would be nice. Call it ultimate realism or something.
Beast 7 Nov @ 5:50am 
Real time is a totally different type of gameplay, as is expanding those game limits, which some would not want to do. I personally don't use real time all the time and wouldn't want to.
The Sleepwalking Poet 6 Nov @ 6:17pm 
I don't want for Real Time to be merged in the other mods.
Consider merging this with Real Time and Realistic Population into 1 big mod.
Particularly the overlap between this and Real time is not so cool.

I suggest the same for More Vehicles, More CitizenUnits and More PathUnits.
algernon  [author] 30 Oct @ 3:15am 
@736588757 包括中文翻译。
736588757 30 Oct @ 12:47am 
有没有汉语的。。。
xXther3dXx 1 Oct @ 7:23am 
Something strange with health. I have more sick people than places in the health facilities (2400 sick for 2200 places). However, the health facilities taken individually are not full at all.
For eg, big hospital with 100 patients for 800 beds.
algernon  [author] 25 Sep @ 9:00pm 
@The Sleepwalking poet within a day or two.
The Sleepwalking Poet 25 Sep @ 8:30pm 
I just made Korean translation project completed yesterday. When will the Korean translation be approved?
The Sleepwalking Poet 25 Sep @ 12:25am 
Korean translation is completed just now!