Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
2,471 Comments
algernon  [author] Oct 4 @ 12:50am 
@Banter So you've tested with no other mods active?
Banter Oct 3 @ 7:05pm 
@algernon hmm strange, ive never changed any figures in the mod, reset them all, and reinstalled and it continues to do it.
I have confirmed its either the mod itself doing it or its affecting something else as disabling it stops the massive income flow
algernon  [author] Oct 3 @ 5:57pm 
@Banter This mod can't do that unless you've customized your income figures.
Banter Oct 3 @ 12:45pm 
Recently ive encountered a bug with this mod that will just give me an insane amount of income at the start of the game. I will have a city with like 150 pop and I will watch as the income rises out of the negatives and into 90k+ incredibly quickly
xDanilor Oct 1 @ 1:40am 
Thanks a lot, I'll look for guides then
algernon  [author] Sep 30 @ 3:54pm 
@xDanilor It's impossible to say with 100% certainty without details, but it sounds like the classic education/employment level mismatch. There are various guides around that can help you with that (this mod doesn't change the game mechanics, so you don't do anything specific for it that you don't do with the base game).
xDanilor Sep 30 @ 8:28am 
so i'm at 5000 population in my new game (standard game, not sandbox) and i'm noticing that my industrial area got almost completely abandoned the moment i provided my citizens with education, especially the big factories that provided lots of workplaces. Also demand for shops is always quite high but they too struggle a lot to find employees. My residential demand is always max but it seems like i can never get enough workers. Is this how it's supposed to be? I'm kinda looking forward to unlocking high density residential because rn the urban sprawl keeps getting bigger but factories and shops keep closing down haha
xDanilor Sep 28 @ 7:32am 
automatic? that's insane wow, alright thanks!
algernon  [author] Sep 28 @ 6:02am 
@xDanilor No, household and worker counts are automatic, based on the physical size of the building model. You can customize if you want to, but it's not required; the mod will do all the calculations for you as soon as it's enabled. If you don't want to micro-manage, all you need to do is install and enable the mod, and you'll immediately have more realistic values applied, no need to do anything extra.

For more detailed info, see the wiki linked in the description above.
xDanilor Sep 28 @ 2:10am 
Hello! I haven't played CS in so many years, but the itch came back. I installed this mod and on having a blast with it, though I have a question: I have almost the entire Quad set of growables (They're mostly skyscrapers and high tech industries). I imagine I have to manually fix the values of households and workers right? Where can I do that? And is it possible to also check the vanilla buildings values, so that i can copy paste them? Thanks in advance!
Roachstradamus Sep 21 @ 10:12am 
@algernon Good to know. Thanks for the info!
algernon  [author] Sep 19 @ 5:39pm 
@Roachstradamus It works with all buildings. Base game, DLC, CCP, Workshop, local,custom, whatever. The mod doesn't care (and doesn't even know, because there's no point finding out) where the buildings come from.
Roachstradamus Sep 19 @ 6:25am 
This might've been answered already: does this work with buildings from the Emerging Downtown DLC or do I need to configure the household values if the options are available?
电脑玩家 鲨鱼 Sep 11 @ 8:38am 
伟大,无需多盐
Daverd29 Sep 11 @ 12:55am 
@algernon, ah alright, thank you for the info & apologies for my misunderstanding! Good to hear it's not this one :)
algernon  [author] Sep 7 @ 4:47pm 
@AdmralSnackbar Yes, you can, by settting all the population calculations to use the Vanilla (base game) calculations in the mod's options panel (see also the wiki linked in the description above).
AdmralSnackbar Sep 6 @ 10:49am 
This mod is working great for me, thanks! A quick question - I want to implement only the tax income updates (based on land value) to one of my older cities, without the population changes, but haven't been able to figure out how to do it. Is this possible within the mod?
algernon  [author] Sep 5 @ 5:40am 
@Daverd29 That would mean that you have an outdated and broken mod somewhere, as that error means that something is trying to load a game data type that was removed multiple game versions ago (and to be clear, this mod is fully up-to-date).
Daverd29 Sep 5 @ 3:06am 
Hi there, when I want to plop some assets linked to industry or offices, I get an error "system.typeloadexception: could not load type 'problem'". Is this linked to this mod or how can I resolve that one? It seems to happen only to those types of buildings & the settings for residential or commercial ones seem to be default as well. Thank you already in advance! :)
caddywonkus Aug 21 @ 10:52am 
That was my bet, thanks! Hopefully t1a2l still does some C:S1 stuff. If not then I'll just have to keep a table handy of what's "really" what. Still partly your fault though - I only wanted that toolbar because this awesome mod "made me" want a bigger variety of appropriate-capacity schools. ;) lol
algernon  [author] Aug 21 @ 12:10am 
@caddywonkus That would be an issue with Better Education Toolbar - presumably it's not using live values. There's nothing that can be done about it from this end, but shouldn't be too hard for B.E.T. to fix it.
caddywonkus Aug 20 @ 9:39pm 
Realistic Population and Better Education Toolbar don't seem to get along. The school capacites show original values, not the calculated ones (vanilla or workshop). They're correct/calculated when placed, just wrong in the toolbar. Doesn't matter if Unlock All is enabled or not, though oddly if it's enabled -while in the game- (Game Anarchy) the toolbar shows the calculated capacities. Unfortunately it doesn't last. Save/load that game, and they show original numbers again. Not sure which mod is the culprit; posting this on both in hopes it's an easy-ish fix for one or the other (or y'all know each other ;) ).
p.s. NE2 isn't involved, I don't have it.
patrioticparadox Aug 3 @ 7:39pm 
You can adjust houses that have a duplex design, or otherwise could hold multiple families, using the realistic pop button on their info card.

You can use Customize It Extended to modify the farm buildings to suit your needs.
Frauwyne Aug 3 @ 4:47pm 
Hi, may I suggest reducing the number of jobs created by farm buildings? small farming towns end up being larger than the farmland around it, also some low density houses can definitely hold more than one household based on their design, so if that's something that can be adjusted it would be cool as well, otherwise great mod.
algernon  [author] Jul 10 @ 6:14am 
@SaintDevil That's the mod defaults for low density, or for unrealistically small high-density buildings. You can change that in the mod's settings (see the wiki linked above).
SaintDevil Jul 10 @ 5:09am 
I have an issue where every residental building, regardless of size, has only 1 household. Couldnt find anyone else with that issue sadly
algernon  [author] Jul 2 @ 3:33pm 
@Gatcha This mod sets building population capacity; it doesn't create citizens by itself, that's all generated by the same base game processes as usual.

If you're not getting a single resident then the first thing to check is that residents have a path to move into the city. Highways and one-way roads in particular can be placed in situations where citizens can't actually reach your city's buildings.
Gatcha Jul 2 @ 8:30am 
Its just not working for me i am not getting a single resident what can i do?
algernon  [author] Jun 20 @ 8:15pm 
@ChaoticDucc It already does.
ChaoticDucc Jun 20 @ 2:44pm 
Any way of making this mod play nice with the University DLC?
Angelhearth May 28 @ 11:55pm 
@algernon Thanks a bunch. I'll restart the game and try it with all 3 mods.
algernon  [author] May 28 @ 3:38pm 
@Angelhearth This mod just changes population, and doesn't touch any of the game's underlying employment/unemployment operation.

What you seem to be asking is about basic gameplay, which I don't have enough space here to go into detail on (check out some of the available guides on employment for more details), but what you saw there is to be expected if your new (empty) residential building levels don't match the education requirement for jobs (quite common with new residential buildings which start at level 1, which doesn't attract skilled workers) - the companion mod Lifecycle Rebalance Revisited (linked above) has some functions that can help with that, but ultimately, addressing over/under-employment isn't just about raw numbers, it's about matching education levels.
Angelhearth May 28 @ 8:54am 
I've never been really interested in unemployment rate and such, but this time around I wanted to do exactly that. So, at a population of a little over 350,000 I started building only residential, because I lacked some 25-30,000 workers. The problem is that the unemployment rate surged from 4% to over 20%, and people started moving out. So, is it the game as such, or is it this mod that gives unemployment rates of over 20% with job offerings of 25 to 30,000? And is there a mod that really looks into the citizens overall welfare, that will show the real values?
algernon  [author] May 23 @ 3:55pm 
@chris.m.dangelo Glad you got it sorted!
chris.m.dangelo May 23 @ 11:47am 
@algernon

It's working now! Some other sneaky mod was broken after the last update. I just automatically assumed it was this one since when I tried to update this on my old machine, it flipped out and froze in a similar manner. (There's a reason why I replaced that computer...)

Anyway, thanks again for the response! It is greatly appreciated1
chris.m.dangelo May 23 @ 3:05am 
@algernon

My bad- it is an old save file. 'Updating the calculations' is coming from the popup window, not manually adjusting. I don't know if I have Loading Screen Mod Revisited. Can look into that and seeing if stripping away other mods resolves the issue. I worry about that though since I have had the game completely seize up when I've removed some mods and assets before that I've used in a city extensively. (Removing just parts Network Extensions made the game unplayable, and I tremble at removing MOM.)

The freeze is odd. I can click buttons and music plays, but I can't select or plop anything. At first I thought it was just the game re-calculating a city with 130k people, but after 2 hours of nothing... Was surprised to have it happen when trying to keep the vanilla calculations.

Will try uninstalling mods. Any other thoughts will still be greatly appreciated too! Thanks for getting back so quickly!
algernon  [author] May 22 @ 5:36pm 
@chris.m.dangelo Are you suggesting that the Steam Workshop's discussion feature is just a quick-and-dirty hack by Valve that has never been given any proper development attention and support? Well, I never! :)

Regarding your issue, I'm a bit confused with your usage of both 'new' and 'old' at the same time. Are you saying that you're starting a new city, or an old one? And by 'update the calculations', are you doing that directly in the mod's options, or via the popup that you get when you load a save that hasn't previously been used with the mod? If the latter, have you tried without any mods other than this mod, Harmony, and Loading Screen Mod Revisited active?
chris.m.dangelo May 22 @ 6:27am 
Hello-

With 2000+ comments, I'm sure someone has had this issue before, but I can't quickly find it. I just re-opened a new city. I tried to update the calculations, but the game froze for hours, unable to resolve the changes. So, closed and selected to keep the Vanilla calculations, but it still froze up. I would like to be able to still play this old city with the mod installed. Has anyone else had this issue and have a solution?
algernon  [author] Apr 21 @ 4:49am 
@aimnhfz98 Who knows? Possibly the Steam Workshop bug where it randomly deletes mods and assets that you're still subscribed to. But there's no way of knowing without you giving any details, and in any case, it's nothing to do with this mod.
aimnhfz98 Apr 21 @ 2:14am 
Why me high school disappear?
algernon  [author] Apr 20 @ 6:24pm 
@DaxipooMyPookie Yes. As a general rule, all mods will work on all maps.
dax Apr 20 @ 8:00am 
Does this mod work on all map?
algernon  [author] Apr 9 @ 6:51pm 
@Binn There's no memory impact. For performance, this mod uses cached calculations to make it slightly faster than the vanilla game on a per-population basis. Obviously, though, if you use it to have a much higher population than you would otherwise, then there will be a greater requirement for processing power - but that's not the mod, just the population.
Binn Apr 9 @ 12:34pm 
Thank you for your mod, it works well on my game. But does sudden increase in population after using this mod affects space and GPU of laptop, seems like it need more memories and make the game slower ?
patrioticparadox Apr 7 @ 7:20am 
Alternatively, they could use Lifecycle Rebalance Revisited to adjust the rate of ped/bike/bus/taxi/car use to force a more American-style car first ecosystem.
algernon  [author] Apr 7 @ 5:15am 
@Chooy If there's too many people for your taste, and assuming that you don't want to change your city layout to better manage that population, then the obvious answer would be to change the mod's calculations to ones with fewer households.
Chooy Apr 7 @ 3:58am 
I really like this mod and the way city develops with it but the amount of people walking around is silly and kills it for me. Pedestrians are swarming every single path they can. Small commercial areas look like Time Square at peak hour with a city of 30k people. I doubt there's anything that can be done about that?
algernon  [author] Apr 4 @ 3:44pm 
@Lumber This mod can adjust the number of workers in elementary and high schools in its settings to whatever you set them too - see the settings panel and the wiki linked above for details.

Other education buildings (colleges/universities) and transport buildings are out of the scope of this mod, but can be adjusted with mods such as Customize It Extended.
Lumber Apr 4 @ 7:05am 
is it possible to adjust the job number in education and transport sectors?as now a middle school requires 100 workers..
algernon  [author] Mar 27 @ 3:09pm 
@BRSaura Use the companion mod Lifecycle Rebalance Revisited (link in description above) for more realistic (and customizable) traffic levels, but yes, in general real-world population densities will result in real-world-scale problems if you don't have the necessary supporting infrastructure.