Cities: Skylines

Cities: Skylines

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Lifecycle Rebalance Revisited 1.6.8
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Mar 19, 2020 @ 3:11am
Apr 22 @ 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 (13)
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
1
Oct 29, 2023 @ 3:08pm
I don't mean to bother, but can this be updated on Nexusmods?
SpaceBikerV
1,569 Comments
vendium Jul 24 @ 4:53am 
@naunau0102
Try to use "Favorite cims" or analogue mod to check, what school children in selected residential building are attached to. You can select any building and check it. If places in schools fully covered educational demands in your city, then you sholdn't have children, which not going to school.
And keep in mind, school and univercity graduation with this mod takes much longer time than in vanilla game.
algernon  [author] Jul 23 @ 5:44pm 
@naunau0102 Proximity to schools is irrelevant for education levels. Children will attend school regardless of location, providing there's capacity for them (and they don't actually have to physically attend school, either).

What needs to happen is the children need time to finish growing up and enter the workforce (~20 years). With the default mod settings, this will take much longer than in the vanilla game (although as vendium pointed out, you can change this in the mod's settings).
naunau0102 Jul 23 @ 2:30pm 
@algernon
Thanks for your response, this is taking a lot longer than it originally needed. I have played with many cities and it has never lasted this long and this creates a big imbalance in the demands of employees.
@Vendium
Thanks, I'll try, but I don't know if that's the problem.
When I put a lot of schools, all the buildings remain in touge, as if they were not served by the schools, while there is also a very good transport network where the schools are right next door
vendium Jul 20 @ 12:36am 
@naunau0102 go to Options panel of this mod, then open "Speed" tab and adjust aging speed slider. More left position of the slider means faster growing, faster education and faster aging of citizens.
algernon  [author] Jul 19 @ 5:18pm 
@naunau0102 This mod won't do anything about building levelling or requirements, no. However, note that education takes a long time to apply, a lot longer than just several days.
naunau0102 Jul 19 @ 4:57pm 
Hello, I have been experiencing a problem with my residential buildings for several days.
These remain at level 1 and the game asks me to educate more inhabitants, even though I have enough schools.
I wonder if this mod would create a problem with this.
I tried with several new cards and the problem is still the same, it's annoying
vendium Jul 17 @ 5:54am 
@algernon Thanks for the information!
algernon  [author] Jul 15 @ 6:00pm 
@vendium That will depend on what you've set the custom ages to. Note also that cim visual models aren't updated when they change ages, only when they are spawned. If a cim instance is already spawned, it will retain the same appearance.
vendium Jul 15 @ 6:44am 
@algernon I noticed that Favorite Cims aging system isn't accurate to the game, but even without this mod, visual appearance of cims in elementary and high school don't match the cituation. I made mistake in my first message. Visual bug appears not in elementary school. When I turn on option of education age, in high school I see instead of teens mix of children and teens in proportion 50/50. Maybe it's normal, but in university I see only teens assets of cims instead of young adults when option of becaming young adult set to age 18. When I turn off option age of graduation, all appearances of children, teens and young adults back to normal.
algernon  [author] Jul 14 @ 8:50pm 
@vendium Don't use the Favorite Cims mod to monitor ages, as it uses its own aging which isn't accurate to the game.