Cities: Skylines

Cities: Skylines

2,078 ratings
Realistic Population and Consumption Mod v8.4.0
File Size
0.165 MB
Apr 16, 2015 @ 7:12am
Oct 25, 2018 @ 6:13am
66 Change Notes ( view )

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Realistic Population and Consumption Mod v8.4.0

In 1 collection by Whitefang Greytail
Rise of Rivergem Collection
76 items
Version 1.12.0-f5 compatible.

This project is to make the cities that we craft to have values which feel more realistic and started as a fork of Kundun's work.

Changes from vanilla game
- Low density houses are now one household, without an override.
- The number of workers and high density households will be determined by the volume of the building as seen by the size of construction scaffolding.
- Employment based on education level have changed. Offices shifts to more university educated, while commercial and industry will shift towards high school educated.
- Tweaked pollution levels, water and electricity consumption, garbage accumulation and income of different buildings.
- Production of goods for extraction of specialised industry (farm, forest, ore, oil) has been reduced.
- Production values from offices are determined by the number of people.
- Land values affect land tax income (as a 50% land value per household/production unit).

Where is the XML file?
The XML will be first created when active on exit from a city. A file named WG_RealisticCity.xml will appear in the default location.

Default location by OS
Windows = C:\Users\<username>\AppData\Local\Colossal Order\Cities_Skylines
Mac = /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/<username>/.local/share/Colossal Order/Cities_Skylines

The mod has a secondary location which is in the executable directory. The xml file can be moved to the secondary and it will stay there.

Changed values in the file will be seen on loading a different city or loading from the main menu.

I have taken power and water values from my home town of Perth, Australia and attempted to set them to the mid-level buildings for the game.
Perth uses about 350GL a year and the record for power usage is about 5GW.
Income is scaled in line with expenses to make it a bit harder to turn a profit.


This mod is best used for new games only. The mod changes the visible worker counts on load. Population numbers will change if they are greater than the previous time the city was played. Demand will also shift with commercial and industrial/office dropping due to higher worker numbers and residential demand rising as well.

This mod can be applied to an existing game. Just be warned that most shops and offices will be abandoned. This is temporary while the game rebalances and I suggest that a good number of office zones are removed. You may also have land value issues with apartments, but increasing land value will fix that.

Be warned that traffic will increase if not enough public transport has been provisioned.

Restoring XML defaults
To restore the defaults for a building just delete that building's line. The mod has defaults it will rely on and will write it out to the file. If there are any exceptions found in parsing, then that entire line in the XML will not be used and default values, or the last successfully loaded values will appear.

To return everything to defaults, delete the file before starting Cities Skylines.

Recommended Mods
WG Citizen Lifecycle Rebalance
Rebalanced Industries

Known Incompatible Mods
Building Simulation Overhaul
Proper Hardness
Enhanced Building Capacity
Any mod which overlaps changes to building's households, worker count, power, water, sewage, garbage, income, pollution or production.

Code for viewing is available here[].

Screenshots from the game were captured by myself, the second half of preview image taken by JJ Harrison[] has my thanks.

Last two screenshot featuring Gula's Slothingham Place as a demostration of the mod working for user created buildings, provided the building model and scaffolding is correctly defined.

And Gula's Kingdom Tower to show it supports the Ploppable RICO mod (values might change)

Credits to Egor Aralov's redirection utils[] and Cope's redirection helper[]
Popular Discussions View All (14)
Jan 16 @ 5:32pm
Mod issues
Whitefang Greytail
Oct 24, 2018 @ 4:31pm
Bonus Households
Sep 5, 2019 @ 10:35am
PINNED: Editing the XML file and presets
Whitefang Greytail
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快乐家飞猫 Jan 15 @ 6:49am 
316445626 Jan 14 @ 6:53pm 
cjhwang Jan 14 @ 11:14am 
@Elivenya if you are not satisfied with restrictions on low residential, just delete relevant lines in the XML file mentioned in the description. that will solve your problems.
Miles B Huff Jan 2 @ 2:47pm 
Agreed, low-density buildings should be able to have more than one family if they're townhouses.
Bonaducci Jan 2 @ 12:11am 
Setting number of households to 1 for all low density zones is a bit overkill. Especially that you can see those buildings to be townhouses quite often, then have multiple independent entries and flats inside.
Addicted Gamer Dec 26, 2019 @ 12:14am 
I'm having issues with this mod freezing time after I zone buildings, are there any mod conflicts anyone knows about?
Elivenya Dec 17, 2019 @ 4:07pm 
The mod overwrites actual all RICO settings. That means if i force a low residential RICO buildung to have for example three households, the mod overrites it and set it back to one household. Please fix this if possible.
ace0015 Dec 11, 2019 @ 8:01pm 
@aziz the mod works fine for most. There will be conflicts for those who don't navigate around the caveats of course, and there are no doubt some additional undocumented, obscure mod conflicts out there.
Aziz Dec 11, 2019 @ 10:34am 
All comments are people complaining because the mod doesn't work properly
why it is still available then?
Yangxuzhu Dec 8, 2019 @ 11:28am 
this mod is compatible with RICO, household scaling is based on building level height, same as those growable building, however you cannot change the household number in Rico setting because this is how the mod work, unless you modify the setting on the XML file.