Cities: Skylines

Cities: Skylines

2,373 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

No longer being updated
Please use Realistic Population Revisited

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)
Feb 17, 2020 @ 1:15pm
Mod issues
Whitefang Greytail
Oct 24, 2018 @ 4:31pm
Bonus Households
Apr 16, 2020 @ 1:50pm
PINNED: Editing the XML file and presets
Whitefang Greytail
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Ilion Apr 11 @ 8:18pm 
I would say that it isn't *this* mod, but rather the Ploppable Rico mod that changed the building.

First, you need to remove the "local" Ploppable Rico definition for the building.

Reloading the city may restore the building. If not, I'd either delete it (with the standard bulldozer) and replop it, which will cost money, OR use the MoveIt mod to delete it and then Ctl-Z to have MoveIt undo the delete ... which will restore the deleted instance, but rather will spawn a new instance of the building.
kindar1 Apr 11 @ 5:53pm 
Out of curiosity, is there a way to undo the changes this mod did to one specific building? I was playing around with it (Plopable RICO Revisited )and somehow made my Campus Dormitory a residential building, and it is sort of throwing off my University Campus calculation for its progress.
Whitefang Greytail  [author] Dec 15, 2020 @ 7:04am 
conquersn770 Dec 15, 2020 @ 5:23am 
I have a question. As I install this mod, There are problems. First, Higher unemployment, As even I start new city. Second, Commuting problem. It's related first problem. Even though I start newly and set the transportation line, People can't go to work. In this situation, How can I fix?
ClouT Oct 27, 2020 @ 3:13pm 
so basically i had this mod installed and it made it harder for my residents to find work and all the industrial side of my city just kept saying, "not enough workers" so either its the mod itself or it just bugged for me.
cypress.amaru Jul 21, 2020 @ 2:14am 
absolutely game changer! thx!!!!!!!!
Ilion Jun 30, 2020 @ 11:28am 
You could modify the settings in the config file to get some "medium density" small apartments.

The number of households (and/or workers) of a growable is calculated based on the volume of the building according to the "space_pp" and "level_height" values defined in the "WG_RealisticCity.xml" file. In that file, low-level res are defined thus --
<ResidentialLow_1 space_pp="400" level_height="50" calc="model" />
<ResidentialLow_5 ...>

That is, a household requires 400 sq meters, and the height of a storey is taken to be 50 meters. You could modify these values to get more households.

By way of real-life examples, in the US, a standard storey (8-ft walls + floor depth) is very close to 3 meters; and 64 sq meters (i.e. *one* square or tile) is room for 4 moderately-sized rooms.
CraziFuzzy Jun 30, 2020 @ 8:07am 
So, first of all, I love this mod after my first city using it. The lack of true 'low density' residential has always bothered me in the vanilla game. I do find that this mod does result in the loss of a true medium density zone. There are no small apartment buildings, retirement homes, etc. It also makes it rather difficult to even get UP to the population required to unlock the high density zones, unless modd'ing the unlocks as well.
Are there any assets that can be added that will result in some medium density at the higher levels of low density zoning? I'd imagine that since this mod determines population capacity based on physical model sizes, that if there were some apartment models that were classified as level 4 and 5 low density residential, that this would smooth the transition a bit.
jpcosta92 Apr 9, 2020 @ 10:23am 
Thank you so much, Whitefang.
SK - Liu Zi Mar 29, 2020 @ 3:13am 
Thank You for your mod ,miss you ,