Cities: Skylines

Cities: Skylines

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Realistic Population and Consumption Mod v8.4.0
 
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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

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In 1 collection by Whitefang Greytail
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Description
Version 1.11.0-f3 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.

Realistic?
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.

Warning

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
PopBalanceMod
Enhanced Building Capacity
Any mod which overlaps changes to building's households, worker count, power, water, sewage, garbage, income, pollution or production.


Extras
Code for viewing is available here[github.com].

Credits
Screenshots from the game were captured by myself, the second half of preview image taken by JJ Harrison[commons.wikimedia.org] 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[github.com] and Cope's redirection helper[github.com]


If you wish to donate, follow the link below. Many thanks in advance if you do.
[www.paypal.com]
Popular Discussions View All (14)
197
Mar 9 @ 5:31pm
Mod issues
Whitefang Greytail
57
Oct 24, 2018 @ 4:31pm
Bonus Households
Jaylen
48
Mar 29 @ 1:20pm
PINNED: Editing the XML file and presets
Whitefang Greytail
< >
1,670 Comments
Kombat Wombat Apr 14 @ 4:42am 
I think this mod's last update created a compatibility issue with the RICO mod. When RPC was updated in October was roughly the time that RICO's 'set household/worker count' feature stopped working if both mods were active. Prior to that this is fine, and that RICO feature no longer working with this mod is problematic.
vpoteryaev Apr 7 @ 6:43pm 
Well, thanks for the immediate answer.
Just a little remark about overriding with own values. Maybe this must be posted at github, anyway.
XML-file is correct, but if overrideHouseHold and overrideWorker entries are not changed with direct edits but just deleted then mod's defaults are used and added to file again.
Not really a big trouble, but unnecessary edits.
Kind regards.
Whitefang Greytail  [author] Apr 7 @ 8:07am 
@vpoteryaev - I forgot to document it, but 50% of the land value is tacked onto the wealth number during calculation. And the levelled up residents do require more space, but the vanilla game buildings tend to be bigger, so overall it is still an increase
vpoteryaev Apr 7 @ 4:09am 
Does really in-game a higher level residential building produce more tax income per inhabitant? Seems in vanilla game it simulated with increased amount of households inside a house per level. But any Cim pays a fixed rent payment (tax) regardless of house's level.
If this true then with this mod progressive taxation completely broken - there is NOT ANY REASON to raise the land value especially for high residential areas. Contrary, with raising a house to next level you'll loose income because every leveled up building has decreased capacity, if I read and interpret XML-file values right.
Or I've missed something...
Sergofun Mar 29 @ 12:43am 
User5011 , same problem! ~ 4200 citizens and no one comes to the city. even if I delete all the buildings, the population drops to zero and does not grow . I connected it this with the transfer of cloud save to a new OS I did at that moment, but apparently, this is not the reason.
I couldn't fix it, so it obviously killed my city and wasted my time.
User5011 Mar 27 @ 9:30pm 
My population is frozen at about 4200 or so, I get demand but as soon as I get a few new citizens some leave to keep the population around 4200. Is this a mod conflict, what's going on?
chrilu28 Mar 22 @ 5:33pm 
is this mod incompatible with the Building theme mod?
Sea Hutch Mar 18 @ 1:54pm 
Does anyone else have high demand for industry and commercial zoning despite not having enough workers for either?
DevEagle Mar 3 @ 8:03pm 
Is it normal not to ask for the game areas of the factory? There are already 4000 inhabitants, but about 10 have to be from the factories. So also writes many factories do not have enough workers. Is there a bug? Yes, i use YOUR recommended mods, because you say: Recommended Mods
WG Citizen Lifecycle Rebalance
Rebalanced Industries
Kombat Wombat Feb 26 @ 1:55pm 
I'm having an issue with the mod. I don't think this mod is playing nice with the RICO settings that allow you to set the # of households/workers. That feature suddenly stopped working for me, until I disabled this mod.