Cities: Skylines

Cities: Skylines

3,107 ratings
Lifecycle Rebalance Revisited 1.6.5
File Size
0.303 MB
Mar 19, 2020 @ 3:11am
Dec 23, 2022 @ 6:02pm
54 Change Notes ( view )

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Lifecycle Rebalance Revisited 1.6.5


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.

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)[]. 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.

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.

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).

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.


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

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

Source code

Please leave a message below if you'd like me to add another language on CrowdIn.

Popular Discussions View All (14)
Aug 10, 2022 @ 4:48pm
Doesn't play well with Campus DLC
Nov 23, 2022 @ 7:37am
All immigrants are uneducated
Feb 5, 2022 @ 11:41pm
A Mod caused an error [ModException]....
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Josh0733 Mar 19 @ 9:48am 
algernon  [author] Mar 17 @ 5:20pm 
@Josh0733 See the "Transport preferences" section of the description above. You can change transportation preferences in this mod's options panel.
Josh0733 Mar 17 @ 10:59am 
Hey there! I've got an issue - but don't know if it's related to this mod, but it's the only mod I can think of that might modify the use of cars other then improved public transport.

In most of my cities, where I haven't used this mod (instead turning off deathcare), I experience a lot less traffic. Does this mod make there be a lot more traffic, or is it something else? I can't use most of the normal things like roundabouts to manage traffic as there is just so much flowing into the city and around it - despite having good public transportation.

Is this an issue with my traffic system, or something to do with a mod (maybe this one) that increases traffic usage? I don't think it's public transport because surely that would make more citizens prefer it, right?
algernon  [author] Mar 8 @ 1:52pm 
@vlntchsv In your case, those probabilities are just ignored. They can use any option instead.
vlntchsv Mar 8 @ 7:51am 
Hi, in the options there are probabilities of using bikes/taxis, but I don't have the After Dark DLC and there are no bikes and taxis in my game. What do these probabilities mean to me? Do these people use cars or public transport or do they just walk?
algernon  [author] Feb 20 @ 1:54am 
@gdaves Have you ruled out technical issues, such as making sure all issues in your Compatibility Report are resolved, and that you haven't hit a game limit (like PathUnits or CitizenUnits)?
gdaves Feb 19 @ 5:52pm 
Since the December patch, my city has stopped growing (at about 75K). I have many vacant homes but no apparent immigration filling them, and senior age is at 87 years (37% of population). Any ideas on how to get things back on track?
one-liner Feb 16 @ 3:09pm 
@algernon is the medical center issue a known fact with this mod or is it just a supposition? I see no reference to this in the description.

What I do see is that there are at least 3 other reports of sudden massive death waves, posted in December. It would be interesting to find a common denominator.
In any case, the mod works... for the most part. But it looks like we are still susceptible to them and they are much more impactful than the classic ones.
algernon  [author] Feb 16 @ 2:54pm 
@one-liner Monuments such as the medical center effectively break the simulation, and can cause all kinds of effects when used with mods.
one-liner Feb 16 @ 10:10am 
@algernon I am not sure if this has been discussed before. I've been playing the game with this mod enabled for many hours (more than 50) and everything worked great. Today, I just got hit with a massive death wave, wiping out 140k of my city population (when it started it was at 740k and went down to 600k). The city is now recovering but I wonder what could have caused this. What I observed:
- death icons started appearing
- in the health tab, I saw 20k+ "sick" cims but did not see a single "sick" icon
- when I enabled this mod I already had the "medical center" monument
- no sewage water issues, no pollution (0% both ground and water)
- no modifications to health budget
- been using deathcare assets, did not enable the "no deathcare" option, basically did not touch any settings since I enabled the mod

Was this encountered before by anyone?