Cities: Skylines

Cities: Skylines

3,701 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
1,587 Comments
life is fragile Jan 9 @ 7:58pm 
thank you!
patrioticparadox Jan 9 @ 3:49pm 
Yes
life is fragile Jan 9 @ 1:29am 
is this mod still ok to use?
PokeRanger007 Jan 9 @ 12:51am 
Somehow Im not sure how but my industry doesnt have enough demand thats why every commercial building says not enough demand. Hows that possible
algernon  [author] Nov 15, 2024 @ 3:46pm 
@Mc Lok That's fairly normal, as that category covers (by far) the largest age range.
Mc Lok Nov 15, 2024 @ 4:04am 
Hello. May I know why my city's adult would be the largest group?
patrioticparadox Oct 9, 2024 @ 11:29am 
As a possible option to troubleshoot: try removing/disabling the ability for cims to drive and/or walk there (TMPE vehicle restrictions and crosswalk toggle). If they still aren't taking public transport, you've got an issue with you lines/stops and accessibility. Otherwise, if they then start using public transit, it's simply a preference.
Talia Oct 6, 2024 @ 11:49pm 
Thank you. I do have ferries, trains, and busses all going the same place but cims seem to prefer driving and/or walking there and I can't figure out why really...
algernon  [author] Oct 6, 2024 @ 5:21pm 
@Talia No, taxi is just taxi; here's no specific "public transport probability" in the game, so the mod can't force that.

If cims aren't taking public transport then you need to analyze exactly why (this is a gameplay thing, not a mod thing), especially by tracking your individual cims and seeing why they might prefer to walk. Most of the time it's because they don't have fast, affordable, and convenient transport to exactly where they go (and note the 'desirability' of different modes, too - many cims won't take the bus ever but will be happy with tram or rail, just like in real life).
Talia Oct 6, 2024 @ 5:14am 
I want to force my cims to use more public transport. I ave many different lines but it seems they would rather walk 20 miles than to take the bus. I've tried adjusting the settings in the transport tab and lowered the car and bike use propability. Does Taxi = all public transport?