Cities: Skylines

Cities: Skylines

3,542 ratings
Lifecycle Rebalance Revisited 1.6.7
File Size
331.887 KB
Mar 19, 2020 @ 3:11am
May 23, 2023 @ 1:05am
56 Change Notes ( view )

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Lifecycle Rebalance Revisited 1.6.7


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.

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 (13)
Nov 23, 2022 @ 7:37am
All immigrants are uneducated
Oct 29, 2023 @ 3:08pm
I don't mean to bother, but can this be updated on Nexusmods?
Feb 5, 2022 @ 11:41pm
A Mod caused an error [ModException]....
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algernon  [author] Jan 26 @ 2:45am 
@Daddy Spaghetti Without more details, no, I'm afraid not. There are a huge number of factors at play, and every city is different. You need to look at your demographics and city balance in more detail to work out what drivers there are.
Daddy Spaghetti Jan 26 @ 12:02am 
@algernon, any suggestions?
algernon  [author] Jan 22 @ 4:22am 
@Daddy Spaghetti Hard to say without more details. It can be caused by an ageing population and lower residents per household (all your younger people move away, as do all children when they grow up) with the immigration being the only thing left to fill vacancies as they arise - but it could also be other things.
Daddy Spaghetti Jan 21 @ 8:31pm 
Hello, I am having a issue with my population steadily declining despite massive influx and higher births to deaths. No issues present in the city aside from lack of goods to sell (don't know if that is linked with the problem or not)

Had 210k pop, but its now degraded down to 170k and is not slowing.
Any Suggestions?
algernon  [author] Nov 28, 2023 @ 2:12pm 
@ExpedientFalcon That's not the immigrant behavior that this mod provides (and I've just run another test game to confirm that what you report isn't the behavior of this mod), and this mod specifically prevents 50- and 60- year olds from having children (which is base-game behavior).

It sounds as though either the mod isn't active, or you have a conflicting mod that's overriding it.
ExpedientFalcon Nov 28, 2023 @ 7:54am 
An interesting phenomenon after adding this mod is that I seem to get no families immigrating into my city. It is all adults, the vast majority of them single, and the result of this is that I have to wait for them to start families and have children and for those children to grow in order to see any utilization of the education system. I think this is the root cause of what others have reported regarding the education oddities.

I'm also not sure if this is new to the mod or is something carried over from the base game, but I've noticed that 50- and 60-year-olds will be having children, which is not very realistic.
Shomudi Nov 24, 2023 @ 1:59am 
Anyway, I turned off the mod and the problem still exists. Must be some other cause.
algernon  [author] Nov 23, 2023 @ 5:48pm 
@udishomer Did you change the sickness rate settings? That's the only thing in this mod that affects health.
Shomudi Nov 23, 2023 @ 5:14pm 
Hi, great mod, thanks.
One big issue I'm having: the number of ambulances on the road went up unrealistically. I see dozens of ambulances running around all the time in a city of ~60k people.
Never experienced that before using this mod.

The aging is set to slow (15).
algernon  [author] Nov 17, 2023 @ 4:15pm 
@wizzkid711 There's no fixed answer, as it depends on your Real Time settings an what you've set the ageing speed to in this mod. You can adjust the cim's aging speed in this mod to whatever suits you best.