Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
2,492 Comments
algernon  [author] 14 hours ago 
@Angelhearth I'm not able to reproduce that here. Are you sure that you're not using any other mods when testing that?
Angelhearth Nov 6 @ 3:37am 
@algernon If you check the pictures you will see that one shows it has changed, the other hasn't changed. I specifically clicked the button saying to apply changed to all buildings. I also clicked on individual buildings (as you can see on one of the pictures) and manually saved those buildings. Some took to the changes, others didn't. I also noticed that some has changed over time (minutes and hours later), but some still refuses to change.
algernon  [author] Nov 6 @ 3:30am 
@Angelhearth Changes to residential calculations are deliberately not applied to existing residential buildings due to the damage it can cause to your city.

You can override this by using the various 'apply to existing buildings' buttons in the options panel, with the residential settings.
Angelhearth Nov 6 @ 2:33am 
I did some testing today and am a bit confused at the result (the numbers are crazy, yes, but they are for testing purpose). What I found is that even if you do change stuff in Legacy Calculations, they won't necessarily show up.

https://steamcommunity.com/sharedfiles/filedetails/?id=3600620775
https://steamcommunity.com/sharedfiles/filedetails/?id=3600620723
https://steamcommunity.com/sharedfiles/filedetails/?id=3600620586
algernon  [author] Nov 3 @ 3:13am 
@Angelhearth 2/2 In short, the simplest way to see how different calculations affect the particular buildings that you're interested in is to use the in-game editor to select different packs and see how it affects your buildings.

Note that non-Industries farms are particularly painful because they're so unrealistically small. In real-life there would generally only be part of a job for most of them, and only the most intense agriculture would warrant a full-time job for even a 4x4 plot. So if you want something a little less realistic, you're probably best to make up your own employment figure and assign that directly.
algernon  [author] Nov 3 @ 3:10am 
@Angelhearth 1/2 It's impossible to give a simple "what it means in terms of number of citizens", because each uses a different calculation method or basis. The names of particular sets are hopefully self-explantory; vanilla is the base (unmodded) game, single dwellings is one-household-per-building, duplex is two-households-per-building, and so on.

Each will interact differently depending on the physical model shape. Generally the European calculations will give slightly higher values than US packs, but how much will be different depending on building category. The calculations are all derived from real-world sources and the real world just doesn't simplify itself into nice neat easily-explained categories.
Angelhearth Nov 3 @ 1:06am 
I'm missing the most basic explanation to what the different settings mean. Population density: Legacy WG calculations/Vanilla/Single dwellings/Duplexes/European Apartment etc. Building Floors: Generic/Standalone houses etc. for the Residential, Commercial, and Industrial tabs. I tried searching the Wiki, but nothing came up. I just want to know what each settings means in number of citizens.This got my attention when I checked workers on my Horse farms (https://steamcommunity.com/sharedfiles/filedetails/?id=605827328) where a 1x1 tile needs 1 worker and a 4x4 tile also needs only 1 worker.
headquarter8302 Oct 31 @ 8:23pm 
@algernon Well then, I should go and start adding entries to the config then. Thank you for the response
algernon  [author] Oct 31 @ 5:23pm 
@headquarter8302 Ah, I see. In that case, no, there's no bulk-change the configuration within the mod UI, but you can edit the .xml file directly with the text editor of your choice, which might make it easier for your case.
headquarter8302 Oct 31 @ 5:54am 
@algernon Because I mix vanilla, BIG residential, and Middle Housing in my city. I assume changing the default calc value will affect all buildings, not only the Middle Housing one
algernon  [author] Oct 30 @ 11:30pm 
@headquarter8302 Why not just change the default calculation pack for low-density residential?
headquarter8302 Oct 30 @ 6:04pm 
Is there a way to bulk-change the household configuration? I'm using Vanilla Middle Housing which contains dwellings that contain more than one households, but the default mod setting is 1 household per low-density residential
algernon  [author] Oct 16 @ 10:21pm 
@hecxau The only thing I can think of is that your city has 'pent up' tourism demand that isn't being met if you restrict the maximum number of available visitor spots, as the tourists can't find anywhere to go. As soon as more are added, that means tourists now have somewhere to go to in your city.
hecxau Oct 16 @ 10:04pm 
@algernon Ok, thanks! But I must say it doesn't change the fact that I do have much less tourists since I changed the "customers" number. As I explained, tourists were flooding the main streets of my city (traffic flow was 55-60, I usually have it at 70-75 or 80 if well organised) and I checked with the traffic tool where they were going to... So even if it's customers and not tourists, it did have an impact. It is possible that the simulation was trying to adapt because I installed this mod in a saved game! In any case, my problem is already solved!
algernon  [author] Oct 16 @ 3:15am 
@hecxau You seem to be confusing 'visitors' with 'tourists'. "Customers" might be a better concept - visitors to commercial buildings are typically residents of the city. That's where they go to shop and meet their commercial consumption needs - while they're visiting that commercial building, they occupy a visitor place. The number of visitor places a commercial building has is simply how many customers a building can serve at once.
hecxau Oct 16 @ 1:53am 
@algernon
I have been revising all options and I did find something: the same calculations used to set the number of workers change as well the number of visitors. With the calculations of this mod I have some commercial building with almost 500 visitors! But that must happen with every player... Don't you or others have a hugh number of tourist? How do you cope with it?
I think the "Legacy" calculations are better, there is certainly a major change in traffic, but in my opinion still too many tourists. I found however the mod default calculations better regarding the proportion or equilibrium between residential and commercial. Still the legacy calculations must be an intermidiate point between vanilla and the new default calculations and, as said, in any case much better regarding traffic.
algernon  [author] Oct 16 @ 12:10am 
@hecxau No, this mod doesn't do anything with tourist visits (nor does Lifecycle Rebalance Revisited). That would be one of the other mods. The visitors count is part of the base game; this mod just makes it visible. The displayed number is the visitor capacity of the building; empty capacity does not drive additional visits.
hecxau Oct 16 @ 12:02am 
Hello,
I think I found something which is illogical with this mod: I'm using it with Lifecycle Rebalanced and Real Time (and other mods, of course...). The realistic population und Lifecycle Rebalanced are new, I have never played with them. Well, the problem is that my city is beeing flooded with tourist, which also cause traffic problems. The highway is always full of cars, believe me, at night a bit less. And nobody, by the way, is using the train to come to the city. This is an unrealistic and annoying amount of cars! I suppose this has to do with the mod since Business now have a visitors count. THe amount of visitors is then certainly high! I can't change that. Can you help me? Or I am using the mod wrong?
algernon  [author] Oct 10 @ 4:23am 
@Кишечная палочка It's hard to say without details. You could be hitting some internal game limits that are preventing growth, or it could just be the balance of your city (particularly if you're getting periodic population/workplace collapses). That type of thing is very much dependent on the details of each particular city.
also with high density residential buildings, i could have about 150/194 families living in old buldings and citizens are not coming, but new buildings will fill for maximum
Hi, creator, thanks for this mod, im playing a lot with him. But i have a problem: my city is already about 150 years old and my offices and high commerces have accumulated a large number of vacancies (is about 30-50% of all work places). This could be decided by deleting and creating new buildings, but the problem will appear again in 10-20 years. How could i to fill workers on free vacantions?
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.